crawler siege
DESCRIPTION
A wargaming manual for use of measuring battles between massive vehicles.TRANSCRIPT
CRAWLAN,BUILDAN,KILLAN,DRILLAN,SCOOPANBOARDAN,GUNNAN,DEPLOYAN,DESTROYAN FIrtyuiopasdfghjklzxcvbnmqwertyuiopasdfghj
CRAWLER
SIEGE
SECOND
EDITION
Written by Anonymous at /tg/ Compiled by OP
WELCOME to
CRAWLER SIEGE The Tabletop Game of Massive Tracked Warfare
Constructing an Army In Crawler Siege, the strength of an army is measured in Tons. Players should decide on a ton
limit before a battle. Each player is allowed to construct a force weighing up to the ton limit.
Good Ton Limits:
Small Skirmish: 500 - 2,000 tons
Medium Sized Encounter: 2,000 – 10,000 tons
Huge Battle: 10,000 – 30,000+ tons
Your army will be composed of Crawlers, Light vehicles, and Infantry. Crawlers are usually
built using the charts below, although premade Crawlers are supplied at the end of these
rules. Once Crawlers have been built, fill in any gaps in your ton limit with Light Vehicles and
infantry.
Keep track of your army on a sheet of paper. This is your Army List. Make sure you have
noted the systems and stats of each crawler. (See the “standard format” for Crawlers below)
Players should not share their army lists before a battle. This allows for fog of war regarding
the composition of your opponent’s army.
Crawlers
Each Crawler must have at least 4 tracks. These tracks support the mass of the Crawler, and
determine the Total Tonnage that each Crawler can weigh.
Crawlers can have either 4, 6 or 8 Tracks. They must all be the same type.
The weight of a Crawlers components (incl. tracks) cannot exceed its Total Tonnage.
TRACKS:
The following chart shows the weights of individual tracks, and their Total Tonnage capacity
Track Weight Total Tonnage
Light Track 1t 4t
Mk.II Light Track 5t 20t
Medium Track 15t 60t
Mk.II Medium Track 30t 120t
Mk.III Medium Track 60t 240t
Heavy Track 120t 480t
Mk.II Heavy Track 200t 800t
Super Heavy Track 400t 3200t
For Example: A Crawler with 6 Medium Tracks has a Total Tonnage of 360 tons. (6 X 60t)
Subtract the weight of the Tracks, (6 X 15= 96t), Shows this Crawler still has 264 tons free.
Crawlers are classified according to their tracks, either Light, Medium, Heavy or Super Heavy.
POWER PLANTS:
Power plants supply the energy for a Crawlers engines, weapons, drills and hardware.
All power plants are Nuclear Fusion based, require no fuel, and are self-cooled.
Usually it’s prudent to have enough power to run all your systems, but some may prefer
undercutting it in order to conserve weight. Each turn you specify which systems are running.
We use a piece of paper, with the systems written on it. Each system has an ‘on’ and ‘off’ box.
Use a counter or dice in the correct box to show whether a system is on or off.
Power Plant Weight Output (in Mega Watts)
Small 2t 1MW
Mk.II Small 4t 2MW
Mk.III Small 6t 3MW
Medium 10t 5MW
Mk.II Medium 16t 6MW
Mk.III Medium 20t 10MW
Heavy 50t 30MW
Mk.II Heavy 100t 60MW
Mk.III Heavy 150t 80MW
Super Heavy 200t 120MW
Mk.II Super heavy 300t 200MW
Colossal 450t 300MW
ENGINES:
Engines are the part that actually moves the Crawler. They have their own weight, and use up
power to run. Each engine also has an Output in Horsepower.
Engine Weight Power Usage (in Mega Watts)
Output (in Horsepower)
Light 2t 0.5MW 1,000hp
Mk.II Light 4t 1MW 2,000hp
Mk.III Light 8t 2MW 4,000hp
Medium 16t 4MW 6,000hp
Mk.II Medium 20t 5MW 8,000hp
Mk.III Medium 40t 10MW 10,000hp
Mk.IV Medium 50t 12MW 15,000hp
Heavy 80t 20MW 30,000hp
Mk.II Heavy 100t 25MW 45,000hp
Mk.III Heavy 150t 30MW 80,000hp
Super Heavy 200t 50MW 100,000hp
Mk.II Super Heavy 300t 75MW 120,000hp
Mk.III Super Heavy 400t 100MW 160,000hp
Colossal 500t 125MW 180, 000hp
Mk. II Colossal 600t 150MW 200,000hp
A Single Engine can move an entire crawler (if it has the hp), but more than 1 can be
installed. Combinations of different sized engines and power plants are allowed.
WORKING OUT A CRAWLERS SPEED:
The following equation lets you calculate your Crawlers speed:
Total Engine Output ÷ Total Tonnage ÷ 16 = Movement (In inches)
Round the result down to the nearest inch.
A result of less than 1 means the crawler cannot move.
You can rearrange this equation to work out how much horsepower you need to move at a
desired speed (In inches).
Desired Speed X 16 X Total Tonnage = Horsepower Needed
CRAWLER WEAPONS:
Weapon Weight Power Usage Damage Range
Plow 3t 0.25MW 1 1”*
Saw Blade 1t 0.5MW 1 1”*
Drill 5t 1MW 2 1”*
Slow Speed Scoop 8t 3MW 5 2”*
PIN Missile Launcher 4t (Including ammo) n/a 3 8”
Shuttle Missile 10t n/a 5 3”-12”
Cannon 3t (Including ammo) n/a 2 8”
Fusion Laser bank 5t 10MW 8 8”
Time Space Collapser 10t 100MW 10 6”
Larger versions of weapons can be installed; just multiply the Weight, and Power Usage with
the Size factor below. Damage and Range have separate multipliers. Weapons with a ‘*’ next
to their range are close combat weapons and do not apply Range Multipliers due to size.
Size Size Factor Damage Multiplier Range Multiplier
Large x2 X3 X2
Mk.II Large x4 X5 X3
Mk.III Large x10 X12 X4
Heavy x15 X18 X5
Mk. II Heavy x20 X25 X6
Colossal x30 X40 X7
Weapons are usually mounted in Turrets. Each Standard Sized Turret weighs 0.5 tons, and is
capable of carrying 3 tons of weapons. Turrets allow weapons to fire in any direction.
Larger weapons can only be mounted in turrets the same size or larger. Use the Size Factor
above to modify the larger turrets weight and carrying capacity.
For Example: a Large Turret would weigh 1 ton and hold 6 tons of weapons.
Weapons not mounted on turrets face one direction only and have a 45° arc of fire either side of this fixed mount. A hull-mounted weapons arc of fire should be stated on your Army List. PIN missiles carry enough ammunition for the whole game. Shuttle Missile are 1 shot each.
HARDWARE:
ITEM Weight Power Usage Notes
Hangar Bay 5t 0.25MW Allows Crawler to carry 20t of Vehicles
Extra Armor - - Adds to your armor per ton (see below for details)
Barracks 5t 0.25MW Allows Crawler to carry up to 2 stands of Infantry.
Concussion Gangway 2t 2MW Forces its way into an enemy crawler at close range, allowing infantry to board.
Repair Bay 2t 0.25MW Allows Crawler to repair vehicles
Resource Processor 5t 5MW Converts resources
Harvesting Bay 2t 0.25MW Increases harvesting efficiency
Fire Control Centre 1t 0.5MW Controls the fire of up to 2 groups
Missile Guidance Centre 1t 0.5MW Guides a missile to its target.
Anti Missile Centre 3t 10MW Every 3t installed adds +1 to a Crawlers Anti Missile Value (up to a max. of 5)
Heavy Anti Missile Centre
8t 20MW Every 8t installed adds +1 to a Crawlers Anti Missile Value (up to a max. Of 10)
Drill Boarder Vehicle 4t 2MW Bursts through armor (1” range) Deploying infantry Inside enemy crawler
Heavy Crawlers MUST take the Heavy Anti Missile Centre option.
ARMOR: All crawlers start with an Armor Value of 0.
Crawler Max tonnage Tonnage of each +1 Armor Value
16 1
24 2
32 3
80 4
120 5
160 6
240 7
360 8
480 9
720 10
960 11
1440 12
1920 13
2880 14
3200 15
3840 16
4800 17
6400 19
12800 25
19200 35
25600 50
Each Hangar can carry one type of Light Vehicle. Choose which type from the list below:
Any spare space left on a Crawler is dedicated to Resource Storage. Resources can have a
large effect on the game, so it’s usually a good idea to leave some space for this.
Resource storage doesn’t weigh anything. (But carrying resources does…)
Light Vehicles Light Vehicles are represented in Stands. Each Stand represents 20 tons of vehicles.
Each stand can only represent 1 type of vehicle.
Light Vehicles do not count as having armor.
Each statistic below represents a single 20-ton stand.
Vehicle Mass Points Move Weapons/Notes Damage Range
Buggies 10 12” Sticky Nukes 20 1”
Assault Vehicles 30 6” Cannon 20 8”
Legged Assault Vehicles (LAV)
30 10” Drill or Cannon 10/20 1”/8” Dr/Cn
Drillers 40 6” Large Drill 20 2”
Helicopters 10 30” Saw Blade 10 1”
VTOL aircraft 20 20” 2 PIN Missile Launchers
30 8”
Air Defense Vehicles (ADV)
30 6” Anti Missile: 1
20 vs. Aircraft
8”
LIGHT VEHICLE WEAPONS
Stick Nuke: A Buggy must come to within 1” of an enemy Crawler to attach these nukes. It
does not count as using a system, and the location of where the Nuke Stick t o the Crawler is
randomized. (See table below)
Once the nuke has been set, the next turn the buggies can speed away and detonate their
nukes from a safe distance. (6”) Detonating a Nuke counts as using a normal system,
Note crawlers that have nukes stuck to them, how many and where they are.
Light vehicles can also stick nukes to other light vehicles.
Ground vehicles cannot target Air Vehicles (Helicopters and VTOL aircraft for example)
The only exclusion to this rule is the Air Defense Vehicle, which can only target air vehicles
and incoming missiles.
Light Vehicles can move and fire any weapons mounted on them.
Alternatively Light Vehicles can move 50% faster, drawing power from other systems and
diverting it to the engines. While performing this ‘Boost’ procedure, Light Vehicles may not
fire or use any other systems. (Like Anti Missile/Drills/Detonating Nukes)
Light Vehicles and Infantry that return to their Hangar Bay or Barracks have their mass points
restored. This simulates rearming and a soldier rotation. A stand must spend 1 turn inside its
Hangar Bay or Barracks for this to take effect
Infantry Infantry usually ride in the Crawlers themselves, as APCs and other smaller transports just
seem flimsy. Infantry are not usually deployed on their own, unless in special circumstances.
For each barracks in a Crawler, you may take 1 stand of Infantry. Infantry may leave the
crawler and act independently, but are vulnerable on their own.
Each infantry stand has 5 Mass Points. Infantry count as having Sticky Nukes, and Small Arms
for boarding and defending. Small arms can only damage other infantry.
Infantry can move up to 3” per turn. They may not exceed this limit.
Unit Mass Points Move Weapons/Notes Damage Range
Infantry 5 3” Sticky Nukes/Small Arms 20/5 1”
While embarked in a Crawler, Infantry have a variety of functions. Each stand of infantry can
do 1 task per turn, from the following list:
-Board Enemy Crawler -Detach Sticky Nukes from friendly Crawler
-Brace for Defense -Move 3”
-Dismount Crawler -Board Crawler
-Place Sticky Nuke -Repair Crawler
-Detonate Sticky Nuke
Infantry must be onboard a Crawler to place or remove Sticky Nukes
Defending a Crawler allows your infantry to open fire on other infantry with Small Arms
during your turn. (Inflicting 5 Damage)
Infantry within 1” of a Crawler can board it. This includes infantry inside Crawlers.
For Example: Two Crawlers are 1” apart. Crawler ‘X’ has 3 infantry stands inside. In crawler X’s turn,
the infantry may board the other Crawler. In Xs next turn, the Infantry may place sticky Nukes. In Xs
next turn after that, the Infantry then retreat back to Crawler X. as soon as Crawler X is more than 6”
away from the other Crawler, The Infantry my detonate the nukes in Crawler X’s Turn.
Concussion gangways allow Infantry to cross between 2 Crawlers up to 2”
Infantry follow the same rules regarding sticky nukes as Buggies; they must come to within 1”
to place the nuke, and then retreat to more the 6” to detonate it.
Playing the Game Terrain: If both players agree on a terrain type (Desert, Jungle, City, etc.) Set up a 6’ X 4’ table
with that type of terrain. Otherwise roll on the table below:
D6 Roll Result
1 Desert – Flat, some rocks
2 Plains/Farmland – Small buildings, trees
3 Light Jungle – Small forest areas
4 Shallow Swamps – Small swamp areas
5 City Suburbs – Some buildings, trees
6 Siege – One half of the table is city, other side open.
Randomize: (D6) 1-3 Long halves, 4-6 Short halves
DEPLOYMENT:
Roll the deployment type from the table below:
D6 Roll Result
1 Pitched Battle - 18” in from each of the long table edges, towards
the centre of the table.
2 Bottleneck - Players deploy 22” in from each of the Short edges,
towards the centre.
3 Meeting Engagement – Players deploy in a 34” radius from opposite
corners.
4 Close Encounter – Short table halves. No unit can be deployed
within 12” of an enemy unit.
5 No Man’s Land – Long table halves. No unit can be deployed within
20” of an enemy unit.
6 Siege – One Player starts within City boundaries, Other deploys 18”
in from the opposite edge, towards the centre.
Players roll off. The winner can choose a deployment zone and deploy his forces first, or let
his enemy choose one and deploy first.
Once the first player has deployed, the second player deploys in the opposite zone.
The player who deploys first takes first turn, but the player who deployed second can
attempt to steal the first turn by rolling a 5+ on a single D6.
Once both players have deployed, roll for Objectives:
D6 Roll Result
1 Gain Ground – 3 Objectives, along the centerline. The player with the most units within
3” of an objective counts as holding it. The player with the most objectives held at the
end of the Game is the winner.
2 Power Struggle – The table is divided into 4 equal quarters along the centerlines.
Players must wipe out all enemies in a quarter to hold it.
The Player with the most Table quarters held at the end of the game wins.
3 Central Objective – One objective in the centre of the table. The player with the most
units within 6” of the objective at the end of the game is the winner.
4 Resources – The player controlling the most resources at the end of the game is the
winner. To control a resource you must have the most units touching the card.
5 Capture that Object! – An object starts in the centre of the table. At the end of each
turn it moves D6” in a random direction (Use a scatter dice)
A unit that moves into base contact with the object captures it, and may no longer
boost or exceed its maximum movement in any way. Once a unit holding the object
dies, the object continues to move at the end of each turn.
6 Destroy the Enemy! The player who destroys the most tons of enemies is the Winner.
Light Vehicles and Infantry count their Mass Points as their tonnage.
RESOURCES:
After Deployment, Roll a D6. Multiply the result by 2. This is the number of face-down playing
cards to be placed in the area between the opposing armies. Start by placing them along the
centerline, about 10” apart. Then, once that line is full, place them along imaginary lines
between the centerline and the start of each player’s deployment zone. Make sure both
players have an equal amount of cards on their side, removing one from the centre if
necessary to make up for uneven numbers.
When a unit moves into contact with a card, that player can flip the card over, and apply the
result from the list below:
RESOURCE CARDS:
Card Material Harvesting Time Use/Processed Use
2 Sand 1 Sand can be dumped in swampy areas,
making them passable
-Processed into glass for laser repairs
3 Sand 1
4 Sand 1
5 Sand 1
6 Rock 2 Rock can be dumped on any area, making it
difficult terrain.
-Processed into Gravel, can fill swamps
7 Rock 2
8 Rock 2
9 Metal Ore 2 Metal ore must be processed into Metal,
and then can be used for repairs.
10 Metal Ore 2
J Metal Ore 2
Q Metal Ore 2
K Metal Ore 2
A Diamond 3 Can be used to repair Electronic Systems
Joker Sand 2 See Top of list.
Resources last the entire game. Keep the card in play in its exact location once flipped over.
Crawlers san harvest 50 Tons for every complete Harvest Time they spend stationary on a
Resource Card.
Not completing the harvest time only gives 20 Tons (10 Tons in the case of Diamond)
HARVESTING BAY:
Each Harvesting Bay allows a Crawler to subtract 1 from all harvesting times.
A harvesting time of 0 means a Crawler does not have to stop to harvest this resource.
Each Harvesting Bay must have full power for this to take effect.
RESOURCE PROCESSOR:
Each Resource Processor allows a Crawler to convert 50 Tons of resources, depending on their
description above. This action takes 1 turn, and the Resource Processor must have full power
for this turn. Processing resources can be done on the move with no penalty, and the
conversion rate is: 1 ton raw material = 1 ton processed material.
Multiple Harvesters: Any crawler in base contact with a Resource Card can harvest from it.
Resources can always be gathered, even during combat/boarding/etc.
TURN SEQUENCE:
1: ROUTE POWER
2: MOVEMENT/HARVESTING
3: WEAPONS/BOARDING
4: REPAIRS
1: ROUTE POWER:
Power can be routed to any systems a player sees fit. Routing power does not require any
time or affect game play in any way, but simply diverts the power created by the power plant
to the various systems on the Crawler. Unpowered systems do not function, and certain
systems (like Engines and Energy Weapons) can be overcharged by supplying double power.
For each crawler, draw up a chart showing the systems it has, and whether they are on or off.
Use tokens to indicate each systems current status, like in the picture below;
We call this sheet the “Systems Display”
Overcharging a power plant:
A player may declare he is overcharging a power plant. The power plant will produce double
the normal output, but you must roll 2D6 immediately; if double 1’s are rolled, the power
plant fails, and produces no power this turn. If double 5s or 6’s are rolled, the power plant
Overheats, and causes critical damage on itself: roll on the Critical Systems Damage table.
In an Overheat, the Power Plant still produces double its normal output.
2: MOVEMENT
All units can move their movement, and boost if desired.
Difficult Terrain:
Roll a dice for each Crawler moving through:
(D6) 1-2 Immobilized, 3-4 Move half, 5-6 No effect
Medium Crawlers subtract 1 from their result
Heavy Crawlers subtract 2 from their result
Light Vehicles and Infantry are unaffected.
Turbo charging an engine:
If a crawler supplies double the power usage needed to an engine, that engine counts as
“Turbo Charged” for the turn. It can produce 50% more horsepower for this turn, but you
must roll 2D6 immediately; if double 1’s are rolled, the Turbo Charge doesn’t work. The
engine still uses up double power, but the output (in hp) is the same. If double 5’s or 6’s are
rolled, the engine overheats and causes a Critical Hit to itself. The Crawler moves its normal
movement, but then must roll on the Engine Critical Damage table.
To indicate Overcharging on the Systems Display, place the token just above the ‘ON’ box.
Alternatively you can place an additional red token or dice above the ‘ON’ box.
2: WEAPONS/BOARDING
Weapons always hit, but must have their Fire Control Centre online to do so. Without a Fire
Control Centre, a weapon has no chance of hitting, and is considered ineffective.
Similar weapons can be grouped together, to make firing simpler on large Crawlers.
Each Fire Control Centre can fire up to 2 Groups of weapons per turn.
Groups can be as large or as small as you like, but can only contain 1 kind of weapon.
All weapons can be made into Groups, including Shuttle Missiles, and Time Space Collapsers
For Example: Billy has 10 Cannons and 30 PIN Missile Launchers.
To save on fire control, he just installs a single Fire Control Centre in his Crawler. Billy groups his
weapons into two groups; One of 10 Cannons, and one of 20 PIN Missiles.
Billy combines the damage of all of the weapons in each group and writes down the two totals. Seeing
as they are just normal sized weapons, it shouldn’t be too high…
2 damage X 10 Cannons = 20 damage. 3 damage X 30 PIN Missile Launchers = 120 damage
So the PIN Missiles might just make a hole in something… But don’t forget, if the Fire Control Centre is
destroyed, Billy can’t fire any of his weapons at all. It’s often a good Idea to take more than 1.
When a hit is scored on an enemy target; subtract the weapons damage from the targets
Mass Points. Light Vehicles and Infantry that have their Mass Points reduced to zero are
destroyed and removed from play.
Crawlers count their Total Tonnage as their Mass Points.
Once a crawler has lost 50% of its Mass Points, It must immediately roll a Critical Hit, and
another for each further hit.
Once a Crawler reaches 25% of its Mass Points, it must immediately roll 2 Critical Hits, and 2
more for each further hit. This does not stack with the Critical Hits from being under 50%.
Count your weapons damage when rolling on the damage tables.
When a Crawler reaches 0 Mass Points, all further damage is counted as Critical Damage.
For every group of weapons that hits a Crawler with 0 Mass Points, roll on the Critical Hit
tables. Note that damage reduced by Armor doesn’t count toward Critical Damage.
Close combat weapons Inflict Critical Damage immediately, unless absorbed by armor.
Armor:
Your Armor Value shows how much damage is reduced from incoming attacks each turn.
Once this value is exceeded, you take damage on your Mass Points.
Crawlers count their Total Tonnage as their Mass Points.
This Value can be reduced only by Critical Hardware Damage.
Armor is also reduced from Close combat weapons. Any damage that is not absorbed by
armor still inflicts a Critical Hit.
Cover:
Cover (trees, forests) Reduces damage inflicted on units inside or behind it.
Light cover reduces 2 points of damage per turn.
Heavy cover reduces 4 points of damage per turn.
Cover is most effective for Light Vehicles and Infantry. Large Crawlers will get little benefit.
Boarding is covered in more detail in the “Infantry” rules above
Damage:
If a crawler takes a Critical Damage, or a Critical Hit, roll on the location table below:
CRITICAL HIT! Location:
D6 ROLL RESULT
1 Tracks
2 Engine
3 Weapons
4 Hardware
5 Power Plant
6 Control
Then roll on the corresponding table below:
If the result is something that has already exploded, the Crawler suffers Catastrophic Failure,
and is destroyed.
CRITICAL DAMAGE TABLES
If the amount of Critical Damage inflicted is above 50, add +1 to the roll.
If the amount of Critical Damage inflicted is above 100, add +2 to the roll.
Note: Damage reduced by Armor doesn’t count toward Critical Damage
Tracks: Engine:
D6 ROLL RESULT D6 RESULT
1 Re roll on this table next turn 1 Loose 1000 Horsepower
2 Re roll on this table next turn 2 Loose 2000 Horsepower
3 Move half - 2nd time immob. 3 Loose 3000 Horsepower
4 Move half - 2nd time immob. 4 Loose 4000 Horsepower
5 Immobilized 5 Loose 5000 Horsepower
6 Immobilized 6 Fails – Engine destroyed
Weapons: Hardware:
D6 RESULT D6 RESULT
1 D6 Close combat weapons
damaged
1 D6 hangars Destroyed – Light Vehicles
inside also destroyed
2 D6 Cannons damaged 2 D6 Barracks Destroyed – Infantry inside
are killed
3 D6 Cannons destroyed 3 D6 Resource Processors destroyed
4 D6 PIN missiles explode 4 D6 Harvesting Bays destroyed
5 D6 Energy weapons destroyed 5 D6 Repair Bays destroyed
6 D6 Shuttle missiles destroyed -
Roll another Critical hit!
6 Armor Damaged! Allocate all critical
damage to reducing Armor Value
Power Plant: Control:
D6 RESULT D6 RESULT
1 Lose Weapons size factor worth
of MW
1 D6 Fire Control Centres destroyed
2 Lose 2 X size factor MW 2 D6 Fire Control Centres destroyed
3 Lose 3 X size factor MW 3 2D6 Fire Control Centres destroyed
4 Lose 4 X Size factor MW 4 D6 Missile Guidance Centres
destroyed
5 Power plant destroyed 5 D6 Anti Missile Centres destroyed
6 Power plant explodes! Roll
another Critical hit!
6 D6 Anti Missile Centres destroyed
Note that hardware that has exploded cannot be repaired.
Damaged Weapons:
Damaged weapons effectively have their Statistics halved, excluding weight. This means half
damage, half range, half power usage etc.
Destroyed Barracks or Hangar Bays stop
Missiles/Guidance:
PIN Missiles are unguided rockets, they only require Fire Control Centres to score a hit on an
enemy target. PIN Missiles cannot be intercepted by Anti Missile Centres.
Shuttle Missiles must be fired using Fire Control Centres like all other weapons, but require
additional Missile Guidance to score a direct hit. Each Missile Guidance Centre can guide 1
Shuttle Missile per turn, and must receive full power to do this.
Shuttle missile that are fired without guidance scatter 2D6” from their target. If the Scatter
dice shows a “hit” the Missile doesn’t scatter. If the new position that the missile will hit is
over a unit, the Shuttles attack is resolved against that unit, be it friend or foe.
Anti Missile:
When a Missile is fired at a target, and that target has Anti Missile systems functioning
(Receiving full power in their last turn), you must roll a D6. If the result is above the amount
of Anti Missile Centres functioning, a Hit is scored.
If the Number rolled is equal to or less than the Anti Missile Value, the missile is intercepted.
Note that if a target has more than 6 Anti Missile Centres functioning at once, it becomes
impervious to Shuttle Missiles
Units can cover each other with their Anti Missile Centres, and this coverage can be
combined. Anti Missile Centres are effective on units up to 8” away.
Each Anti Missile Centre can only cover 1 unit. Air Defense Vehicles count as having 1 Anti
Missile Centre for this purpose.
3: REPAIRS:
Crawlers with repair bays can repair themselves and other crawlers, as long as they have the
correct resources for the job. Damaged systems need half their weight in resources to be
repaired. Destroyed systems need their full weight in resources to be completely fixed.
Once a destroyed system has received half its weight in resources, it comes Back Online,
albeit still badly damaged. The table below shows how this all works;
This table is for Light Crawlers.
Medium Crawlers roll 2 X the amount of D6 for Back Online values
Heavy Crawlers roll 3 X the amount of D6 for Back Online values
System Resources Needed Back Online value
Tracks Metal Half Move
Cannons, Close Combat
Weapons
Metal
Counts as damaged
Armor Metal D6 Armor Value
Engines 80% Metal, 20% Glass D6 X 1000 HP
Power Plants 80% Metal, 20% Glass D6 MW
Energy weapons 50% Metal, 20% Glass, 30%
Diamond
Counts as damaged
Barracks, Hangar Bays 80% Metal, 20% Glass Infantry and Light Vehicle stands can
now restore up to HALF (round up)
their Mass Points
Resource Processors,
Harvesting Bays, Repair Bays
80% Metal, 20% Glass D6 Resource processors back Online
Fire Control, Missile
Guidance and Anti Missile
Centres
50% Glass, 50% Diamond D6 Fire control, Missile guidance, or
Anti missile Centres back Online
Missiles cannot be repaired, as they explode instead. Not enough of an explosion to damage
the Crawler, but enough that they are un-repairable.
Note that you must choose 1 system, prepare the resources needed, and then apply the Back
Online Value to ONLY that system.
For Example: Spot wants to fix his Fire Control Centres. He has two of the, and they weigh 1 ton each.
Since the materials needed to fix Fire Control Centres are 50% Glass/50% Diamond, Spot is going to
need at least 1 ton of Diamond, and 1 ton of Glass to repair them.
Note that repairing a system on a Crawler takes 1 turn, and does not impede the Crawlers
movement or shooting or any other systems in that turn. At least 1 Repair Bay must be
functioning and provided full power in order to Repair.