Bad PennyFive Shermans, One Radio

Bad PennyRules Reference, Edition 1Chapter 12

Rules Reference, Edition 1

The record of events and the enemy

Chapter 12 · The record of events and the enemy · generated from the rules manual

12.1. Every event carries the tick and the entities involved.

CategoryEvents
Battleperiod started, period ended, end condition met
Movementmove started, move stopped, waypoint reached, bogged, thrown track, recovered, hull-down found, hull-down not found
Perceptioncontact gained, contact refreshed, contact lost, contact identified, contact misidentified (truth log only)
Firefire command given, gun laid, shot fired, shell impact, hit, penetration, ricochet, shatter, smoke placed, smoke dissipated
Damagecrew casualty (killed or wounded, seat), gun disabled, turret jammed, engine hit, transmission hit, immobilised, ammunition fire, fuel fire, knocked out, brewed up, bail-out started, bailed out, man killed bailing, structure damaged, structure destroyed
Crewhatch changed, seat command given, reaction (seat, tier, kind, duration), ready rack empty, ready rack restocked, skill gained
Intentintent set, intent completed, intent rejected (reason), intent impossible (reason)
Radiotransmission (sender, trigger, payload), transmission omitted (reaction)
Infantrysuppression changed, pinned, broken, recovered, team moved, assault started, assault resolved, gun abandoned
Enemybehaviour changed (group, from, to, trigger)

12.2. Enemy controller. The enemy is scripted, not played. A group holds, advances along its axis, withdraws to its rally point, or assaults, and a trigger moves it from one to the next. Three numbers govern how a group behaves between triggers.

An advancing vehicle halts to engage when a seen contact comes within its engagement range, stays halted for a few periods once it has, and counts a waypoint or a rally point as reached when it is close.