Vehicles

A Vehicle and its crew can be treated as a single figure, which is usually simpler, or as (moveable) terrain, whichever is most convenient. Results should be fairly similar.

If an Artillery piece / Vehicle / AFV, or its crew has multiple weapons, it may shoot multiple times, although generally no more than 4 times on any facing, and Adding Combat Factors shooting, rather than subtracting Combat Modifiers from the target.
Movement has to be realistic; a horse drawn and/or wheeled Vehicle steers with the front, a boat steers with the back, and late-war tracked AFVs can turn on the spot but can not move sideways.

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Movement Conversions 
Actual speed, as applied to, f. ex. aircraft and trains, that can realise their top speed on the table:
3 mph / 5 km/h / 1.25 m/s6 

Fast surface vehicles are unlikely to achieve top speed in cluttered terrain. This conversion is from theoretical top speed to movement on the table:



Speed
* With off road capability
Physical
(O)
Good
Rough
Difficult
0 - 10
-1 / -2 / -3
8
6
2
11 - 20
0 / -1 / -2
10
8
4
21 - 30
+1 / 0 / -1
12
10
6
31 - 40
+2 / +1 / 0
18
12
8
41- 60
+3 / +2 / +1
24
18
10
61 - 80
+4 / +3 / +2

36
10
x
80*
36
14
6
 81 – 99
+5 / +4 / +3
48
10
x
 -100*
48
18
8
101 - 199
+6 / +5 / +4
60
10
x
200 – 249
+8 / +5 / +4
96
10
x
Aircraft

Max speed
Attack speed
Off table
100-199

100
48
4
200 – 299

150
60
6
300 - 399 (Boeing P16)

200
72
8
400 – 499

250
84
10
500 – 599

300
96
12
600 – 699

350
108
18
700 +

400
120
20


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Templates / Examples of Vehicles (etc.)


Type / Examples 
of Vehicle

Type of figure
Combat Factor
(Without Weapon / With Armour) 
Movement
Notes/ Comments

Good
Rough
Difficult

Shooting
Shot At, etc.   

Man walking

Civilian
-
+1
6 [3]
6 [3]
< 6 [3]


Dog

Irregular
-
+1
24 [12]
22 [11]
16 [8]


Pack Mule

Cavalry
-
+1
18 [9]
12 [6]
6 [3]


Horse Drawn Wagon

Vehicle 
+1
+1
18 [9]
12 [6]
X


Traction Engine

Vehicle 
+1
+2
6 [3]
2 [1]
X
Ignores some types of terrain; light vegetation, barbed wire, etc. Rocky terrain and steep slopes are Impassable.

Tractor etc.

Vehicle 
+1
+1 (maybe +2)
10 [5]
8 [4]
6 [3]

Early Truck / Van

Vehicle 
+1
+1 (maybe +2)
36 [18]
10 [5]
X


Early / Slow Car

Vehicle 
+1
+1
48 [24]
10 [5]
X


Later / Performance Car

Vehicle 
+1
+1
60 [30]+
10 [5]
X


Austin III Armoured Car 

AFV +4
+2
+2
4
4
4
Add shooting combat factor to weapon combat factors.

T-18 Tankette

AFV +5
+2
+2
5
4
4


Renault FT-17 Light Tank

AFV +6
+2
+2
6
5
4


Panzer 2 Ausf L

AFV +7
+2
+2
7
6
5


Somua S-35

AFV +8
+2
+2
8
7
6


Mk II 'Valentine'

AFV +9
+2
+2
9
6
6
Many AFVs in the heavier classes have comparable front and side armour, where as other designs only have stronger frontal armour.

M4 ‘Sherman’ Medium Tank

AFV +10
+2
+2
10
7
7

Panzer 6 'Tiger I' Heavy Tank

AFV +12
+2
+2
12
10
9




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Vehicle profile explanation.

Like infantry element types in the rules, vehicle types also have their own descriptive profiles, based on historical data. In the example below of an M4A1 Sherman, the top cell describes the historical data upon which the vehicles fighting and movement capabilities are based. The top cell is used in the creation of a vehicle profile, but is actually not necessary for the purposes of game play. It may be added however, as an interesting addition if desired. 


M4A1 ’SHERMAN’ MEDIUM TANK
Top speed: 48kmh. Range: . Crew: . Length: 5.84m. Width: 2.62m. Weight: 30t. Powerplant: 400hp. 9 Cyl Radial Continental. Fuel: Petrol.  Armour: 76mm. Entered service: 1942. USA
STEALTH
PERC’
SHOT AT
PHYSICAL
ABC
ARTILLERY
GOOD
ROUGH
DIFF’
-2
-2
10 / 7 / 7
+2 / +1 / 0
0
+5
18
12
6
75mm M3 L/40 gun (turret) 144 LOS. Single target. +8. (APHE -2/3) (AP -4) No ammunition restrictions
.30 06 Browning LMG (turret, coaxial) 36 LOS. Multiple targets. +7. No ammunition restrictions
.30 06 Browning LMG (forward hull) 36 LOS. Multiple targets. +7. No ammunition restrictions
AFV +10 (O)
 
Stealth: Vehicles can be hidden, but not to the same degree as infantry. Once a tank like a Sherman is running its engine or moving through the landscape, no matter how much camoflage has been applied to it - it becomes very difficult to hide from hostile observors. See also Stealth/Perception.

Perception: An M4A1 Sherman tank crew has very limited (-2) visibility with the crew forced to use periscopes, visions slits and peep holes which afford very narrow fields of vision. Some tanks have a commander's cupola which gives a much better field of observation and which improves the vehicles perception to -1, but even with a cupola, percpetion for a tank crew is highly constrained. Some Armoured Fighting Vehicles, have an open top, which gives the crew a much better perception modifier (0) equal to that of a normal human being.

Shot At: This is the vehicle's defensive combat modifier. When shot at, add this number to the defensive die roll. AFV's are armoured, and have three seperate numbers, indicating the armour thickness of the front of the vehicle, the sides of the vehicle, and the rear and top of the vehicle. The first modifier of an AFV's 'Shot At', also determines the class of the AFV. See also 'Templates and Examples' above.

Physical: Vehicles can not engage in Hand-to-Hand, but they can run people over. Whether or not this is successful is determined by the vehicle's speed in the relevent terrain. The three modifiers correspond to Good, Rough and Difficult terrain. 

ABC: Covers Atomic, Biological and Chemical attacks. Some vehicles can be sealed against some or all of these, though, for the most part, this is not the case in the time period covered by Bayonet_10. Generally speaking the modifier shown represents how well equipped the crew might be, with regards to gas masks, etc. 

Artillery: This modifier covers heavy weapons (howitzers, mortars, rockets etc) firing from off table. Due to the nature of artillery barrages, often with multiple detonations taking place around the vehicle, this modifier is smaller than Shot At.

Good, Rough Difficult: Describing the vehicle's maximum speed in each terrain catagory.

Weapons: The next rows are the vehicles weapons with the first row usually describing the vehicle's primary weapon. Some AFV's have multiple turrets and weapons. Each weapon has seven catagories. The first, in bold text, is the caliber and name of the weapon. For the Sherman this is the 75mm M3 L/40 gun. 

Next (in paragraphs) is the location of the weapon on the vehicle.

Third is the range of the weapon. 144 LOS means the M3 gun can fire 144cm against a target which is in Line Of Sight (or 144 inches depending on ground scale). After 144 cm, the weapon will lose 1 combat modifier for each third of 144. This means an M4A1 Sherman can engage a target up to 528cm before it rus out of combat modifiers. See below.

Range; 75mm
144
192
240
288
336
384
432
480
528
576
624
672
Modifier
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3


Fourth tells how many targets the weapon can engage in one combat round. An M3 gun only fires once, but a .30 06 Browning light machinegun can enage multiple targets at the same time - provided these targets are within the weapon's 45 degree arc of fire. When engaging multiple targets, the die roll and combat modifiers total is split between them with the player deciding how much to allocate against each target.

Fifth. The combat modifier for the gun. Add this to your die roll to deterine your attack total.

Sixth is ammunition. Vehicles can hold multiple types of ammunition so each is described seperately in paragraphs.

Seventh is ammunition capacity. In most cases, ammunition will be unlimited as it is assumed that vehicles can generally carry enough ammunition for a small skirmish battle. In some cases however, such as with a heavy self-propelled siege mortar, the vehicle may only be able to carry a few rounds, and this will be specified.

Vehicle class: The bottom cell describes the vehicles class, quality and any extra notes as required.


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 Aircraft.

 Aircraft were not included in the original Bayonet Rules as they were made for 28mm miniatures and we generally regarded aircraft as off table oddities. Using 10mm and 1/144 scale miniatures however, we now have the means to include aircraft in the games. An aircraft is essentially just another type of vehicle, so aircraft profiles are very similar to AFV profiles but with a few key differences.



SUPERMARINE SPITFIRE
STEALTH
PERC’
SHOT AT
AGILITY
ABC
Flak
Max speed
Attack speed
Off table
-2
0
+2 / +4 / +1
+5
0
+2
300
96
12
8 x .303 Vickers MG. (wings) 72 LOS. Multiple targets. +7+3. No Ammunition restrictions.
Aircraft (O)

 Agility replaces physical, and determines an aircraft's fighting abilities off table. Simply add the modifier to your die roll to determine combat. Usual rules apply, to defeat your opponent your total must have double their total.

Flak replaces Artillery. Note - Flak rules have yet to be fully worked out.

Max Speed is the aircraft's maxim speed and really has little use in the game, unless the aircrat is merely passing over head.

Attack Speed is the speed at which any ground attack can take place.

Off table is the maximum speed at which the aircraft counter can move around the table edge as it comes around for an attack.

Weapons functions much the same as with ground vehicle profiles, but aircraft often have more machine guns than can be used to support. The maximum number of weapons that can support is three, and as youc an see above, the Spitfire has eight machine guns. In practice this reflects the wanton character of multiple machine guns with most bullets doing no damage what so ever to a target.

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 Naval Elements.

Coming soon! I am working on this in the background and currently naval elements are largely static. I hope to find time to have worked out a naval element profile template before the end of the year. 

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