The Defending Tiger Tanks of the First SS Panzer Division
German Vehicle |
Front Armr |
Side Armr |
Top Armr |
APR Main Gun |
HE |
AA MG |
Hull MG |
CoAx MG |
Speed |
Crew |
Other |
JgdPz VI #112 (Tiger) |
8 |
6 |
3 |
9 |
8/3 |
No |
Yes |
Yes |
18"/8" |
2/3 |
|
JgdPz VI #113 (Tiger) |
8 |
6 |
3 |
9 |
8/3 |
No |
Yes |
Yes |
18"/8" |
2/3 |
|
JgdPz VI #115 (Tiger) |
8 |
6 |
3 |
9 |
8/3 |
No |
Yes |
Yes |
18"/8" |
2/3 |
|
Note: These tanks turn their engines over for 20 minutes every 3 to 4 hours. Tigers are open country tanks, not well suited for this cramped town.
Tiger Tank Crew
(1) TC are Sgt. Assign the rest. (2) Assign Reps per SS German Tanker Reps Page 41 NUTS! 2nd Edition (3) Assign Attributes. (4) Assign appropriate weapons for tankers. (5) Even though these are SS, they are Tankers first. So they do not get the 2d6 Reaction Test Bonus.
TALK THE TALK (from Chain Reaction 2.0): Whenever two groups meet there may be a way to settle this confrontation in a non-violent way. This takes the form of a conference between the leaders of the groups at the head of their respective parties.
Both parties will move forward until the Leaders are 3" apart from each other. Their party must stay behind their leader (Kelly, Big Joe & Oddball are leaders and can stand next to eachother. However, it is Kelly that takes the dice rolls) As both groups come into view, they "size each other up" and decide what to do next.
Once the characters are in place the Leaders will "Talk the Talk". Each leader rolls 2D6 versus their Rep with the modifiers being applied to both. This would mean a “+” mod for one would count as a “-“ mod for the other.
Note that the “enemy” may actually just be figures whose disposition to the player is unknown.
KH TALK THE TALK Player outnumbers enemy by 2:1 or more +1 Player has “drop” on enemy +1 Enemy has “drop” on player -1 Player outnumbered by enemy by 2:1 -1 “Do you know what’s in the bank?” +2
Next, the two Leaders compare the number of dice they have passed and refer to the tables following:
TALK THE TALK Both sides pass same d6 • No conflict and the encounter is resolved peacefully. One side passes 1d6 more than the other • Side passing 1d6 more receives a "Favorable result". One side passes 2d6 more than the other • If player passes 2d6 more he receives a “Favorable result” from the enemy. • If enemy passes 2d6 more he becomes "Belligerent" to the player.
KH TALK THE TALK INTERACTION TABLE Encounter resolved peacefully • Germans agree to withdraw peacefully Favorable result • They make a deal. Becomes Belligerent • Walk the Walk.
Talk the Talk may be used to attempt to surrender.
Walk the Walk Okay, for whatever reason the two sides are definitely going to rumble. Now the two Leaders of each group roll 1D6 and add to their Rep. The Leader with the high score is allowed to make the first move and becomes active. After one round of combat whether melee or firing is finished, roll Activation dice as normal and the battle begins in earnest.
Here is the path taken by Kelly’s Heroes and Oddball’s Tank into Clermont. A) Kelly B) Big Joe C) Petuko D) Little Joe F) Cowboy G) Gutowski H) Willard I) Fisher J) Penn K) Jonesy L) Crapgame M) Tank with Oddball
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