Wat - QRS
Wat - QRS
Any tank rolling an unmodified Double Six receives Permanent Damage – Remove a Command
additional +2 Strike Dice. Die Permanently (Max 1 per shot unless
Step 2. Effect of Hit. Roll 1D6 for each Strike Factor of tank has Iron Fist) + Roll 1D6 to see if shot
his tank, adding +1 D6 if target is unbuttoned or unable to hit Hull or Turret :-
Button up. 1,2,3,4 = Hull.
May add +1 D6 for a Wild Die if desired. 5,6 = Turret.
See what damage occurs on Ladder of
Shot is against : No Ordinary Critical Permanent Damage.
Effect Hit Hit
Frontal Armour 1,2,3,4 5 6
Side Armour ♦ 1,2,3 4 5,6
Rear Armour ♦ 1,2 3 4,5,6
♦ See Note on Heavy Armour above.
Player controlling Targeted Tank rolls 1D6 for
each Armour Factor.
Each 5 or 6 = Save.
Impossible Hits. e.g. hull down tank cannot be hit in hull. Then Permanent damage to hull is ignored,
but permanent loss of Command Dice still applies.
Zero Dice. When Command Dice are reduced to Zero, then crew bail out. Bailed out tanks cannot be
re-crewed.
The last tank to remove the last Command Die is credited with the kill.