Ludexv2026.11.11-ba1dcbe2Ambush!Official rulebook ↗

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Vehicles

Cars and tanks in Ambush!: attributes, facing, movement, accidents, firing at and from vehicles, German vehicle cards, mines and running soldiers over.

Two kinds of vehicle appear: cars (jeep, Kübelwagen, staff car) and tanks (Panzer IV, Jagdpanther, Sherman). Some briefings assign you one; others are met during play. German vehicles act from cards; US vehicles act as you wish (rulebook p. 29). The full Vehicle Summary with every Hit Chart is on p. 40.

Attributes

AttributeMeaning (p. 30)
SizeLarge vehicles are easier to hit than small ones (Fire Combat Modifiers Chart).
ArmourLight, medium or heavy per part; fire only matters if the penetration result equals or exceeds the armour of the part hit. Cars are unarmoured.
Open / closedOpen: every occupant can be hit. Closed (armoured vehicles only, Closed marker): nobody can be hit. Changing is free in Operations, one action in Rounds.
OccupantsCars carry a maximum including the driver; only the driver drives. Tanks carry no passengers; the crew never leaves.
SpeedSlow and fast . Fast risks an accident; a closed tank or a car with a shot tyre cannot go fast.
Hit ChartOne per vehicle type, rolled after every successful fire; grenades and satchel charges do not use it.
VehicleSizeOccupantsSlow / fast MPA
Jeep / Kübelwagensmall, open45 / 9
Staff carsmall, open55 / 10
Panzer IV / Shermanlarge, armouredcrew 53 / 6
Jagdpantherlarge, armouredcrew 53 / 6

(Vehicle Summary, p. 40.)

Facing

The counter’s arrow marks the front. A vehicle moves forward into the hex it faces or backs into the hex behind it; turning costs nothing. On entering a hex it faces the hexside opposite the one it crossed. Which side an attacker hits, front, side or rear, comes from this diagram; an attacker in the same hex chooses (random for Germans) (p. 30).

Vehicle facing diagram

Movement

Drivers, passengers and crew

Stack car occupants under the vehicle counter, driver on top, then Passenger 1, 2 and so on; soldiers outside the car sit on top of it. Changing seats or getting in or out is free in Operations and costs one Movement Point in Rounds. Stance is ignored inside a vehicle. Tank crews are part of the tank: the number of active crew sets its IN, PC, WS and DS, and nobody can board a tank (p. 31).

Car occupants obey command and can receive turns from a commander. Tank crews never do, and panic only when their IN has fallen to 0 or 1 and the Action Round roll is 0–2. A car driver panicked by combat makes an immediate Accident Check; panic from the Action Round Track just stops the vehicle (p. 31).

Fire against vehicles

A vehicle and its occupants are one target; no occupant can be singled out. Resolve the fire as usual with the size modifier, then roll one die on the vehicle’s Hit Chart to see what was hit (p. 31):

A German will not shoot a closed tank with a weapon that cannot penetrate it, whatever his paragraph says. Explosive hits on a vehicle do not hurt soldiers outside it in the same hex. A soldier outside a vehicle in its hex counts as in cover unless his terrain is better (p. 31).

A disabled (knocked out, inactive) vehicle is flipped for the rest of the mission; a tank can be immobilised without being disabled. When a car is disabled its occupants are placed prone outside it and lose the rest of the turn (p. 31).

Fire from vehicles

A car passenger fires his personal weapon aimed or snap at −2; the driver gets one snap fire at −2. No bazookas, grenades, satchel charges or crew weapons from a car unless a briefing says so. Tanks fire their built-in weapons without the −2 (p. 32).

Tanks

A tank receives turns like a soldier and spends up to one Crew Point per active crew member per turn, each task at most once (p. 33):

TaskCrew PointsLimits
Aimed fire, cannon2Must be loaded; never jams or runs dry; not with the coaxial MG in the same turn
Load cannon1Not in a turn the cannon or coaxial MG fires
Aimed / snap fire, bow MG2 / 1Target in front only; can jam, never runs dry
Aimed / snap fire, coaxial MG2 / 1Not with the cannon
Move slowly / fast2 / 3Fast only when open
Open or closeallNothing else that turn

Panzer IV and Sherman: turret cannon and coaxial MG fire in any direction, one of them per turn; the bow MG fires only to the front but may fire in the same turn. Jagdpanther: both cannon and bow MG fire only to the front, and an immobilised Jagdpanther’s cannon fires only down the hex row it faces. A Panzer or Sherman can fire cannon or coaxial MG into its own hex; a Jagdpanther cannot fire into its own hex (p. 33).

German vehicles

A German tank’s actions come from its card: roll one die, read the row for its current crew size, and perform that paragraph’s actions in order, as far as the available Crew Points and the tank’s state allow. A German car acts on its driver’s driving column. A tank told to fire at a soldier inside a building fires its main gun at the wall at +4; it uses its machineguns on a visible soldier behind a stone wall and the main gun on a known but invisible (prone) one. A vehicle ordered to Move Fast that only uses its slow allowance pays only the Move Slow Crew Points (p. 32).

Accident Checks

Made when a vehicle exceeds its slow MPA, when a car’s driver, wheels or body is hit, or when the driver is panicked or wounded by combat (p. 32). Roll one die: at or below the driver’s or crew’s nothing happens; above it, roll again on the Accident Table of the Chart Reference Screen.

Mines and vehicles

Grenades and satchel charges

Running over soldiers

Entering a hex with soldiers calls for an Accident Check: against friends you pass it to miss them, against enemies you pass it to hit them. Each active soldier in the way then makes a Perception Check to dodge; those who fail, or are inactive, are hit. A tank kills; a car rolls bolt-rifle damage and then rolls once more on the Accident Table for itself. To try again in the same turn a US vehicle must leave the hex, turn sharply for 1 MP, pass another Accident Check and come back (p. 33).

Rules

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