Malfunction and Repair (Full Version)

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Celeborn -> Malfunction and Repair (2/20/2022 2:52:44 PM)

Here Is how it might read in the manual:

Malfunction Occurrence. When a natural “12” is rolled during an attack involving a Support Weapon, Gun, or AFV, malfunction may occur. [Exception: Flamethrowers malfunction on a natural 10, 11 or 12 so as to reflect their limited ammunition] A die is then rolled for each malfunction eligible weapon and the weapon with the highest roll malfunctions. If two or more weapons are tied for highest roll all malfunction.

Repair. A Support Weapon, Gun, or AFV, that has malfunctioned cannot fire until repaired. Repair attempts can only be conducted by unpinned units as a Rally action and in the case of Support Weapons only by the the possessing unit. A natural dice roll of 4 or lower is required to repair each malfunction. If one or more leaders are present the highest leadership modifier may be applied but only to Support Weapon repair attempts.

Disabled. If a Repair dice roll results in a natural 10 or higher the Support Weapon, Gun, or AFV cannot be repaired. Support Weapons and Guns are eliminated but do not count for Victory determination. An AFV suffers a Pinned result but is otherwise unaffected.

Optional Nationality Modifiers

Malfunction

Russian/Japanese/Italian Support Weapons malfunction on an 11 or 12. [Exception: Flamethrowers still malfunction on a 10, 11 or 12]

Repair

Medium and Heavy machine guns receive a -1 modifier
US repair attempts receive a -1 modifier.





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