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PROJECT ANNUSTARIA
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Chapter 12: Tanks and Their Mechanics.​
Anything goes when it comes to warfare. One thing often found in battle is tanks. These armored vehicles have a good balance between offensive and defensive capability. However, if a tank’s HP reaches 0, it cannot recover, so players must be careful. This chapter covers the rules and mechanics regarding tanks.
12.1 Tank Basics:

​
Inhabiting the tank spaces within each player’s yard are their respective tanks. Each party has only one, which can only travel within its yard. During your tank movement phase, you may either keep it on the same space or move it to one of the other two. Each has different effects.

12.2 Tank Attributes:

There are several attributes associated with tanks. Most of these form the stats that they have. They are:
  • HP.
  • Attacks.
  • Status Conditions.

HP:

HP, similar to the HP that parties have, represents the amount of damage the tank can take. Unlike parties, however, instead of gaining an unconscious status condition when its HP hits 0 or below, it gains the heavily damaged tank status condition. It has this status condition for the rest of the match.

Attacks:

Attacks for tanks are actions and rules that tanks take, which depend on the tank space that they move to. These do damage to other entities within the game. There are two primary types of attacks, which will be discussed later in this chapter.

Status Conditions:
    
​
There are two status conditions that tanks can gain. They will be explained further in this chapter.

12.3 Tank Spaces Rules:

There are three different types of tank spaces, with one of each in each player’s yard area. A tank may only occupy one of these at a time. The following rules of each of them will be outlined in this section. They are:
  • Shield Space.
  • Attack Space.
  • Anti-tank Space.

Shield:

When a tank is on this space, it may not be targeted by other tanks on anti-tank spaces. There is no other course of action regarding shield spaces.


Attack:

When your tank is on this space, your tank gets to make an attack towards one of your artillery spaces. Your artillery spaces are the ones within your homefield. You must pick just one space, even if there are creatures or opponents on multiple spaces. Like with many forms of dealing damage, your tank may not attack your own pieces; friendly fire is not allowed!


When attacking an opponent's piece with a tank on the attack space, a contest roll is made, with you being the offender. The offender adds nothing to the roll, and the defender adds their party’s defence value. If the defender wins, nothing happens. If the offender wins, the defending piece takes 2d6 normal attack damage.


Critical hits and misses are possible for this type of contest roll, but only for the offender. If they roll a critical success, they deal double damage to the attacked piece. If they get a critical failure, their tank takes 1 normal damage.


Grazing hits are also possible for this type of contest roll. If this occurs, only half of the total rolled on the damage dice is dealt as damage to the opponent's piece.


Anti-tank:

When your tank is on this space, your tank may make an attack towards an opponent’s tank. If you do this towards a tank that is in a shield space, your attack automatically fails. Other than that instance, you may choose which one of your opponent’s tanks is attacked, but you may only choose one.


A contest roll is made, with the player whose party is making the attack being the offender. Neither side adds modifiers or other numbers, unless said otherwise. If the defender’s tank is on their attack space, the offender gets to make the roll with advantage. If the defender wins, nothing happens. If the offender wins, the tank being attacked takes 1 normal damage.


​Critical hits and misses are possible with this type of contest roll, but for the offender only. If the offender rolls a critical success, they deal 2 normal damage to the opponent’s tank instead of 1 normal damage. If the offender gets a critical failure, their tank takes 1 normal damage, and the attack fails.

12.4 Tank Status Conditions:

There are two status conditions that tanks could gain. A tank status condition lasts for a duration specified by the effect that imposed the condition. They are:
  • Heavily Damaged.
  • Tank Shutdown.

Heavily Damaged:
    
When a tank is heavily damaged, it is no longer able to go to its attack space, and thus is no longer able to make attacks towards opponent pieces on artillery spaces. A tank automatically gains this status condition when its HP is lowered to 0.


Tank Shutdown:

​A tank with the shutdown condition is unable to move or make any attacks. If the tank takes any amount of damage, it automatically gains the shutdown condition until the end of its owning player’s next turn.

12.5 Marking Tank Status Conditions with Dice:    

You may use dice to mark which status condition a tank currently has, preferably mini dice such as a mini-d6. The die should typically be placed by the tank that is experiencing the status condition. The table below is used to mark which number the die is placed face up, corresponding to the tank’s status condition.

    
Alternatively, one or more players could use the optional printable tokens found in Printable Asset G. These tokens are represented with the color magenta.
Picture

12.6 Tanks as an Entity:    

The game considers tanks as an entity within the game. However, they are special in that they cannot be attacked, hacked, or otherwise affected by any entity other than other tanks. For example, a piece is unable to attack a tank with an arrow, regardless of how close the piece is to it.

12.7 Tank Stat Block:

To see the stat block for the tank, check its listing in Chapter 25. It is located with the other entities and creatures situated in the game. Although tanks have stat blocks, they are not considered creatures.
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