Bad Penny — Rules Reference, Edition 1
Contents
Every rule the game plays by, generated from the rules manual. Where a table's numbers are tuning rather than fact, the Handbook says what it does instead.
- How a battle is playedA battle is a series of periods.
- OrdersGrid references. Four figures (4765) name a kilometre square and mean its centre; six figures (473645) name a 100 m square and mean its centre.
- TerrainThe map is a raster of 10 m cells.
- Seeing and hearingEach seat sees through devices.
- MovementSpeeds for the M4A1, before terrain cost: three speeds, cautious, normal and fast.
- GunneryFrom fire command to first shot, in seconds.
- Armor, penetration, and damageA hit picks a location by the facing of the target relative to the shot.
- The menEvery crewman has seven traits — nerve, composure, awareness, intelligence, discipline, aggression and sociability — one job skill, and a bio: name, age,…
- Stress, reactions, skill, cohesion, trustStress runs from none to breaking.
- Order of battle, Tunisia 1942–43Vehicles. The M4 is the M4A1's welded-hull twin and carries 97 rounds (44 AP, 47 HE, 6 WP).
- RadioAll player tanks are on one net.
- The record of events and the enemyEvery event carries the tick and the entities involved.
- Ending a battleA scenario ends when any of these is met, checked at the end of a period: the objective cells held by player tanks or friendly infantry for two consecutive…
- Between battlesFatigue. One number per man, from fresh to spent.
- The kill boardWhat is credited. An axis tank or gun the platoon knocks out counts to the tank whose shot did it — a hit at the same tick as the kill, from a tank of the…