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.
| Category | Events |
|---|---|
| Battle | period started, period ended, end condition met |
| Movement | move started, move stopped, waypoint reached, bogged, thrown track, recovered, hull-down found, hull-down not found |
| Perception | contact gained, contact refreshed, contact lost, contact identified, contact misidentified (truth log only) |
| Fire | fire command given, gun laid, shot fired, shell impact, hit, penetration, ricochet, shatter, smoke placed, smoke dissipated |
| Damage | crew 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 |
| Crew | hatch changed, seat command given, reaction (seat, tier, kind, duration), ready rack empty, ready rack restocked, skill gained |
| Intent | intent set, intent completed, intent rejected (reason), intent impossible (reason) |
| Radio | transmission (sender, trigger, payload), transmission omitted (reaction) |
| Infantry | suppression changed, pinned, broken, recovered, team moved, assault started, assault resolved, gun abandoned |
| Enemy | behaviour 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.