GUP FOW 2nd v2.0
GUP FOW 2nd v2.0
GUP FOW 2nd v2.0
Bartosz
This is Sensha-Do!
Girl und Panzer: Flames of War is a fan expansion specifically to allow games in the Sensha-do world. The rules
and lists below are not patch-rules to standard games, and the point system used to balance tanks within is not
compatible, in any way, with standard Flames of War game lists. However, it allows for many opportunities to
indulge in tabletop fun for fans of the series.
Universal Rules : Anime School-Girl Firefight!
The base to-hit of any Moving tank is 4+.
The base to-hit of any Stationary tank is 3+.
If two tanks are locked together, the to-hit for both is 2+
This is still modified by other factors such as range and concealment. When schoolgirls
fight, they often can’t hit each other. If the final to hit value exceeds 7+ shots have no
effect.
Non-MG guns that score a hit within 2” range gain +2 AP. At these ranges these hits are
allocated to the nearest target, as it should be obvious which tank the firing tank is shooting at.
All tank models have the following abilities:
Special Move: Panzer Vor!: After the shooting phase, On a successful skill check, the tank may move 4 inches,
under normal movement rules.--This cannot be used if bogged down, bailed out, de-tracked, or having moved at
fullspeed.
Special Move: De-Track the Panzer: Before rolling to hit, you can choose to gain +1 AP to inflict De-Tracked
status upon the target tank with a successful firepower test. You do not gain the bonus to AP if your AP
exceeds the target’s armor by more than 4 points, but you may still inflict the status. De-tracked: A de-tracked
tank is immobilized. This can stack with bogged down, so that two attempts are needed to free the tank. Under
specific circumstances, a de-tracked tank can still fire its main gun: turreted weapons and hull weapons with an
enemy completely within its front arc may still fire. It does not count as a second bog or bail out.
Special Move: Align Sights: Select one firing tank. On a successful skill check, if that tank shoots at a platoon you
may choose which enemy tank is being shot at.
Forests are slow going, not difficult terrain. If the forest is deemed to be Thick, it becomes Difficult Terrain
Tank Wrecks are very difficult going, and generate smoke concealment to any LOS passing through them. They
can form block-points if placed correctly.
CHOOSING FORCES
Tanks are purchased separately, and organized into platoons or single-tank teams at the
start of deployment.
Platoons: If a tank is not in a platoon, it can automatically be selected as the
target of attacks, and must receive those attacks.—When Platoons are shot at, the
defending player has the freedom to choose which tank is being shot at, unless the
enemy is danger close or the Align Sights special move is used. If capable, platoons can
also combine to form a bombardment, though they give up special moves that turn.
The tank must be within 6” coherency with at least one other tank in the platoon. Platoons have a maximum of five
tanks per platoon. Platoons are also called units.
When choosing forces, you may select one tank to be the CiC, and another to be the 2iC (assuming you get one).
Some forces have multiple ratings available. Choose one to be your forces’ rating. Characters may have a separate
rating from the rest of your force. Characters are Unique, if that needs to be said.
You may have noticed that there are no built-in restrictions to how many tanks of a certain type a force can contain.
Even though Oarai only had one of each tank in the series, nothing here prevents a force with a few multiples, or a
force entirely of StuGs in Full Regalia. Yes, this is not like the show, but a player can choose to make replicas as well
as create a personalized force or a what-if situation in the same spirit.
Characters and the tanks they ride:
The CiC and the 2iC are chosen at the start of the game; however, characters have very
specific roles they fill. If a character is a CiC or a 2iC, it counts as the selection for the
standard role. CiC’s and 2iC’s are Tank Commanders.--Tank Commanders are in
charge of their own tank, they are not CiC /2iC eligible if another CiC/2iC is present.
They take 1 crew spot.--Tank Crew are simply upgrade characters to a tank. However,
a tank can only receive as many upgrades + commander as crew.--Character teams are
essentially one unit: they have their own Commander and can’t receive upgrades
Note: some crews and characters come with experienced versions. Choose one at the set point values.
Character ratings modify the tank ratings, up or down. A Commander’ rating supercedes all other values.
the tank it’s locked with. Non-MG guns that score a hit within 2” range target side armor.
Once all hits have been allocated, then you roll saves.
Roll Saves:
There are armor saves, and then there are extra saves. Usually, extra saves come first, before an armor save. To
make an armor save, roll d6 and add that to the armor stat being targeted. This is usually front armor. If the number
ties or exceeds, something has happened.
If it ties, roll a firepower check, with success, the tank is Bailed Out. If it’s not, then nothing serious.
If it exceeds, roll a firepower check, with success, the tank is Defeated. If it’s not, then Bail Out the tank.
If a tank is Bailed Out twice in one turn it tests motivation, just like morale. Failure means the crew runs,
and is defeated. Defeated tanks count as terrain, generating smoke to anything directly behind them in line of sight,
Armor Facing: if the shot originated from a team that could get at least 25% of its view behind the front arc
of its target, it may roll against side armor. Bombardments and improvised attacks roll against top armor.
Turret Facing: turrets that have spun to a different arc may expose side armor as well (or the turret ring is
clearly viewed) if the turret is turned so that its front arc is bypassed, roll a die, on 1-3, target side armor.
Once one team or Unit has opened fire, and resolved their shooting, go ahead and choose another until you run out
of teams with firing solutions.
Bail Out vs. Remounting a tank: Roll Motivation to remove Bailed Out status at the start of your turn. If a CiC
or 2iC is within an 8” command radius, you may reroll this result.
Morale:
Forces in Girls und Panzer tend to stay and fight to the very end. They don’t
have much to fear, so the morale rules are not the same as in other Flames of War games.
If a force has less than half its tanks or platoons remaining from the original
total, it must make a morale test at the beginning of their next turn, or their game ends
in loss. If you did not take any additional damage in a turn, you do not need to make
an additional check, only in turns after you lost a tank
Bailing Out twice also calls for a motivation roll. This counts as morale check.
Having a CiC/2iC within 8” allows the re-roll of the motivation check.
Specials:
Ambush: the tank is held off the board, and is placed on the board during any start step. It must be placed either in
concealment and 8” from all enemy teams, or farther than 16” from any enemy. It fires as if stationary that turn.
Awkward Layout: This tank must not move to fire this weapon.
Bombardment: this weapon may hit top armor, and can fire over terrain if another friendly tank can draw line of
sight. This requires a platoon of at least 2 tanks. All dice rolled for this attack must target the same platoon or tank.
Bunker Buster: If this tank hits a tank inside a heavy building, it hits tanks touching its target as well.
Damage Capacity: if a tank with damage capacity is defeated, it instead receives a damage marker. Damaged tanks
cannot move, but may still fire one dice of ROF per gun. If for some reason, the tank takes a 2nd damage marker,
it also cannot fire. A skill check in lieu of shooting can remove 1 damage marker (either effect). Tanks take damage
capacity before they are defeated. A tank that has more damage than its damage capacity is defeated.
Hull Mounted: This weapon can only fire in a forward 180 arc, all targets must be fully in front of the tank
Improvised Armor: This tank gets a 5+ special save against hits from firepower 4+ or greater weapons.
Limited Vision: Targets are at +1 to hit if they start the shooting phase behind the turret’s front arc.
Overloaded: Bog effects occur on a 1 or 2 in difficult terrain
One-Girl Turret: This tank is at +1 to hit targets if the tank moved.
Protected Ammo: If this tank is Bailed Out, you may re-roll attempts to remove the status.
Schurzen: Side shots have a 4+ save against firepower 5+ weapons
Slow Traverse: If the target is behind the tank, moving the turret past its front arc causes +1 to hit.
Smoke: Instead of rolling to penetrate, this weapon may place a 2” smoke marker in front of the target.
Smooth Ride: This weapon may fire on the move at Full ROF with no penalty if the move is 6” or less.
Spearhead: at the beginning of the game, make a normal move. This cannot be a full speed move.
Stabilizers: This weapon may fire at Full ROF after moving, but at +1 to hit.
Unreliable: If moving at full speed, roll a skill check. If it fails, this tank is bogged down after a normal move.
Wide Tracks: This tank may re-roll to avoid bog down effects on a flat 4+
MG: the weapon does not reduce ROF for moving. Each additional MG adds one ROF. They have the following
stats: MG: 16” 3 2 6+ …. 50cal/12.7mm MG: 16” 3 4 5+
(movie+ era only)
Appointed by the Student Council: Oarai has a CiC team, and no 2iC
Dying School: Oarai has select character teams that are especially resilient. These teams are not destroyed when the first
firepower test is passed against them, but instead Take Damage. See the special rule.
Girls Just Wanna Have Fun: The use of bright regalia tanks removes any Gone-to-Ground bonus, but allows a re-roll
on motivation checks. The models MUST be painted appropriately.
(conscript Oarai cannot have experienced teams)
Type 89 5 / 10 / 15pts. Crew: 4
8”/16”/8” 1 1 1 Hull MG, Turret Rear MG
Type90 16” 2 5 4+
(Oarai uses the PzIV as its HQ tank: they may only use one version in a replica game)
Panzer IV Crew: 5
D 40 / 50 / -pts.
12”/24”/8” 3 2 1 Co-ax MG, Hull MG Protected Ammo
7.5cmKwK37 24” 2 9 3+ Smoke
F2 80 / 100 / 125pts.
12”/24”/8” 5 3 1 Co-ax MG, Hull MG Protected Ammo
7.5cmKwK40 32” 2 11 3+
H - / 105 / 130pts.
12”/24”/8” 6 3 1 Co-ax MG, Hull MG Protected Ammo, Schurzen
7.5cmKwK40 32” 2 11 3+
Char B1 30 / 40 / 50pts. Crew: 4
8”/16”/8” 6 5 1 Co-ax MG, unreliable
47mmSA-35 24” 2 6 4+ One-Man turret
75mmSA-32 24” 2 6 3+ Hull Mounted. awkward layout
Oarai Characters:
Assam: +30pts
Quiet Patience: This tank may reduce ROF 3 to 2 or from ROF 2 to 1 and gain a -1 to hit bonus within 16”
M4 85pts.
12”/24”/8” 6 4 1 Co-ax MG, Hull MG
M3 75mm 32” 2 10 3+ Smoke
Naomi: +35pts
Ace Gunner: when shooting, Naomi does not take the to-hit penalty for long range or gone to ground.
Kommander: Pravda has no 2iC teams, under most circumstances
Winter Warfare: Before the game begins, before spearhead moves, on a roll of 4+ Pravda can choose to fight in
winter conditions of your choice. This makes all cross country normal terrain and all roads cross country
Counterattack: Pravda T34’s not within any enemy line of sight and outside of 16” of the enemy can choose to
enter ambush at the beginning of their movement phase, if enemy tanks are in your deployment zone, or if all ene-
my tanks are on your half of the board. The ambush must be closer to the enemy than their last position.
Carpaccio: CT +10pts
Rivals on the Field: when opposing Hippo Team, both Carrapacio’s tank and Hippo team gain the following abil-
ities: Gains a special 4+ save vs. any (above named enemy) shooting within 8”, and When this save is passed, you
may be placed anywhere within 4” of your position facing the enemy.
Maus 535pts. (Heavy Jager, does not use modified ambush from this ruleset)
6”/12”/4” 16 10 2 AAMG, Overloaded, Unreliable
KwK44 48” 2 17 2+ Slow Traverse
KwK42 32” 2 10 3+ Slow Traverse, Co-axial
Ritaiko: +15pts
Determined: As a Jagdpanther commander she may reroll motivation checks to remove Bailed Out.
Frustrated: this tank rolls to remove De-Tracked status at 4+
Discipline: Chi-Ha Tan tanks re-roll failed to-hits within 16”, and may re-roll failed morale tests.
TOTSUGEKI: if within 12” of the enemy, make a motivation test. If this passes, you must advance in a direct path
to the enemy and attempt to engage at point-blank range. If your tanks touch another tank while firing, you may
target their side armor per locked together rules.
Alice FV, CiC, +95 pts. She must use the Centurion.
Shimada Bloodline: If within 8 inches of enemy tanks, her tank is at +1 to be hit.
Melancholic: this tank may only make Panzer Vor moves if they are within line-of-sight of an enemy.
Elite Crew: her crew passes skill checks on a 2+, and adds +1 ROF at all times.
Aki: +15pts.
Untapped Potential: if Aki’s tank has taken damage this game, she gains one re-roll on any dice for this game.
Mikko: +45pts.
I Want To Believe: This tank may pass a skill check to add +4 inches to a Christie suspension tank’s movement. It
may ignore terrain effects that turn. (this includes trenches or pits)
Spare Driving Rig: This team has Damage Capacity, and may pass a skill check to move while damaged.
The Operation
Once certain school likes to “borrow” tanks. It’s quite certain that other schools don’t like their tanks being borrowed.
The scenario could progress that one school is actively trying to watch their tank, while certain Wanderers of the
North Winds plan on making a visit. Layout should be similar to the Giant Slaying scenario, played on 4x4.
--The Keizoku side consists of resources to move tanks unnoticed, and a few daring operatives. (15mm, on pennies)
--The opponent side consists of a few guards, a target tanks, and a reserve of lighter patrolling vehicles.
--point value should be the cost of the target tank (or two) with a few added points to cover guards.
In this style of scenario, the defender only moves figures until after the posted guards detect an enemy.
STEALTH:
A moving person needs a 5+ to be spotted, a moving light tank 4+, and a medium tank 3+. Add 1 for cover and
range. Moving persons can only be heard within 8” how far did they move? 3 inches is 6+, subtract one per inch.
A Tank on idle is heard on 5+, moving 6” or less at 4+, normal movement at 3+ and full speed at 2+
Gunfire automatically reverts the game to normal play. Roll a new start-of-game initiative and proceed.
Resources:
ZIS-3, Modified: these can tow tanks at Tow speed, though one can be used as an observation platform.
Landing Craft: though only moving on water, it can actually carry the tanks. Counts water as cross country.
Enemy Uniforms: once spotted, a Skill Check is needed to actually declare this model a target.
Distraction: Guards in LOS to the distraction must check to spot the distraction.
Smoke Grenades: creates a 2” smoke template. Guards may move toward the smoke or choose to take cover.
Tranquilizers: these weapons don’t kill and work in silence. No firepower vs Tanks, 4+ vs On Foot
Chloroform pad: If in base contact, the firepower of this weapon is 2+ vs On Foot models. This ignores saves.
Silencer: shots with this weapon are not counted as gunfire
Manga Option: is possible a certain other school may wish to recover a borrowed tank. In this case, it is likely
kunoichi may be used in a raid on the Keizoku! The Keizoku would have guards available, and maybe 2 operators.
Manga Option
Defensive Core: Maginot Tanks may begin the game Gone to Ground. They may prepare positions for +5 pts per
tank, which count as concealing terrain if no terrain was available.
Laissez Faire: Maginot forces do not take morale tests until reduced to 25% of their force or less.
PzIV
F1 65pts.
12”/24”/8” 5 3 1 Co-ax MG Hull MG Protected Ammo
7.5cmKwK40 24” 2 9 3+ Smoke
Bombardment 48” 1 3 6+ Smoke
F2 100pts.
12”/24”/8” 5 3 1 Co-ax MG Hull MG Protected Ammo
KwK40 32” 2 11 3+ Smoke
H 105pts.
12”/24”/8” 6 3 1 Co-ax MG Hull MG Protected Ammo, Schurzen
KwK40 32” 2 11 3+
POINT VALUES:
Standard Sensha-Do matches involve 5, 10, 15, or 20 tanks. This will not always be possible in a balanced point val-
ue game. Setting a good PV for a game will be difficult seeing how different some tanks can be. 800 pts turns out to
be a fairly average game for most teams, though games as small as 150 pts are possible. However, full 1500 pt games
are still possible, even if the teams exceed 20 tanks by a wide margin.
SENSHA-DO OBJECTIVES:
Flag Tank: one tank is designated as the flag tank. The defeat of this tank signals game end and loss.
Elimination: every tank on the opposing team must be eliminated. It is strongly recommended to avoid this objec-
tive when there is a strong disparity in the quality of tanks facing each other.
Timed Battle: the battle goes on for a set number of turns, usually 8: at the end, the team which is judged to have
accomplished the most is the winner. This is best as a juried match, as there can be multiple points of view as to who
has accomplished what. Also, if there is a strong disparity in the quality of opposing tanks, this is the most balanced
form of play.
Replica Battles: not recommended for the weak or light hearted, these are point-value-be-damned re-enactments
from the show. The idea is to just have fun acting out the scenes, with the random luck of dice and the ingenious
command of hindsight-filled players. These scenarios are not recommended for any form of ‘competitive’ play, as
many of the matches shown were insanely unbalanced.
Breakout: surrounded, cornered, your team must find their way out of an enemy encirclement to win the day.
*the opponent deploys first, and you have the first turn.
*this scenario may also have Flag tank or Timed match objective added, or both.
*tanks lost in this scenario don’t show up in future campaign games.
The Giant: the opponent has played their trump card, but it’s up to you to step up and slay the giant!
*there should be plenty of high ground in this scenario, and ways to navigate up there. (or substitute)
*if you can shoot the giant from high ground, and the giant is distracted, you can hit top armor.
*the Maus and Karl Morser are the best examples, but even a T-28 can be a giant to CV/33’s….
The Long Chase: it’s simple: get away from the enemy. This
scenario is not so fun if one side has all fast tanks…
*play this longboardways: you start 16” in the board,
and the opponent comes in on the table in their turn.
*the runner gets the first turn
*you can move at full speed, but turreted tanks can
shoot backward. Hull Mounted weapons can only fire and
move in reverse at terrain speed...
*if you have enemy tanks destroyed and more of
your tanks reach the far table edge than lost, it’s a victory…
VICTORY POINTS
In case you want a far more solid way to determine who won a match, there is
the tried and true method of victory points. The following tends to work for every kind
of match where you just want to line up against your oppoinent and roll some dice.
+1 You showed up and played, and did not quit early
+1 For each enemy unit of similar grade to your own that was defeated
+1 For defeating all other enemy tanks
+1 For defeating an enemy tank that clearly outclassed your own.
+1 For defeating the enemy commander (CiC)
+1 More than 50% of your tanks survived the match
+1 Your CiC or 2iC survived the match
STRATEGIES:
If for some reason, a player brings a force to the table and has a wide point disparity between his and the oppo-
nent’s (especially in a standard numbers match) then you may apply the loose rules of strategy. You can roll on the
below chart to see what is available OR select it at the point values stated.
There is no solid rule for using strategies, but you should usually avoid taking more than 3 duplicates.
Standard Strategies:
1-2 Turn a Flank: +20pts.
You may take up to 8” worth of deployment zone off and place it on an adjacent table edge, on the half closer to
your deployment. Up to 1/3d of your tanks may enter here. They move onto the table in the 1st turn.
3-4 Smoke Screen: +30pts.
In lieu of shooting, you may place two 2” smoke balls in a line for each participating tank, once.
5 Defilade: +30pts.
You do not suffer ‘locked together’ when your tanks are taking heavy cover watching a choke point.
6 Rocks Fall, You Die: +50pts.
if the enemy is next to very high ground and/or the site of a Bombardment above them, you may attack all tanks
within 3” of that spot with the following bombardment: 1 5 3+
Oarai Strategies: (choose one per roll)
1-2 Improved Defilade: +40pts.
as above, but you may also claim a +1 defilade bonus to be hit if in urban terrain.
3-4 Smoke Screen: +30pts.
as the above.
4-5 In-Depth Recon: +50pts.
The enemy may not claim Gone to Ground, Ambush, or Spearhead against you this game.
5-6 High Ground Shot: +20pts.
if you have 2 tanks locked on higher ground, one of them can shoot at top armor to tanks below for 1 turn.
6 Blocking Maneuver: +20pts.
Your non-bailed out tanks may lock up to enemy tanks to prevent them moving though that 180 degree arc.
6 Throw a Tank: +50pts.
A tank that can move at least 12” may propel a smaller tank airborne: it must move at least 12” in a straight line and
carries the other tank adjacent to it, and either requires an improv ramp or a sudden stop for the pusher, or both.
The small tank ignores terrain, moves in the same straight line and may make one attempt to shoot top armor. Once
the turn ends, the benefitting tank must roll front armor plus a d6. If the number is 10 or more, that tank is imme-
diately defeated.
Saunders Strategies: (these tricks may be pulled despite the points difference)
1-2 Snooping +80pts.
When snooping, you may choose during an enemy turn to take your movement phase after the enemy takes their
movement phase. You do not get a movement phase during your turn.
3-4 Supply Drop +50pts.
Pick a point on the table to receive a supply drop. Tanks within 6” of that spot may fire ROF 3 when stationary.
5 Custom Ammo +40pts.
Your Sherman tanks all gain +1 AP. You may choose any tank to gain +2 AP but use Firepower 4+ instead.
6 Uparmored +50pts.
Your Sherman Tanks all gain +1 to their front and side armor values, or the Improvised Armor special.
OPERATIONS RESOURCES ( for Keizoku and Defending school )
ZiS-3 10 pts.
12”/24”/4”, - - - Tow Hook, Tow Speed 8”, Stealth +1.
Landing Craft 20pts.
8”/16”/4”, 1 1 0 Carry Capacity 1 tank, Water Movement Only, shoreline is difficult terrain
Keizoku Operators 40pts. Fearless Veteran
6”/12”/4” 3+ save Tranquilizer Pistol: range 4”, ROF 2, Silencer, FP 4+ vs on-foot targets.
May add Smoke Grenades for +5pts, May add Enemy Uniforms for +10pts, May be a Distraction for +10 pts
May add Tranquilizer Suomi for +10pts: range 4”, ROF 3.
or instead use Tranquilizer StG44 for +20pts: range 8”, ROF 3. Add InfraRed for +5pts.
May add Chloroform pads for +5 pts.
May add Molotovs for +10pts: range: 2”, ROF 1, AP4, FP 3+, FP 1+ vs on-foot, Improvised Attack
May add Panzerfausts for +20pts: range 4”, ROF 1 if stationary, AP12, FP 5+, FP 1+ vs on-foot targets
One in three may instead use a Scoped Rifle for +20pts: range 16” ROF 1, AP 2 FP 6+, FP 3+ vs on-foot targets.
One in three may instead use a Lahti AT Rifle for +30pts: range 16” ROF 2, AP 5 FP 5+, FP 2+ vs on-foot targets.
One pair of 2 may use a Panzerschreck for +30pts: range 8” ROF 1, AP 11 FP 5+, FP 2+ vs on-foot targets.
Up to 3 may use RK95TP for +30pts: range 8”, ROF 3, AP2, FP6+, FP 3+ vs on-foot targets, Silencer.
--one of these 3 may add underslung GL for +15pts: range 16”, ROF 1, AP8, FP5+, FP 1+ vs on-foot targets
--add InfraRed for +5pts.