World War Tesla reference sheet World War Tesla reference sheet
Initiative Initiative
1d6 plus any Spark Dice allocated for initiative. Take highest rolled Spark Die and add to initia- 1d6 plus any Spark Dice allocated for initiative. Take highest rolled Spark Die and add to initia-
tive die roll. tive die roll.
Movement Movement
Hindering terrain: 2 movement points for 1” of movement. Hindering terrain: 2 movement points for 1” of movement.
Water or Woods: Unit must stop once base has fully entered the water/wooded area. When Water or Woods: Unit must stop once base has fully entered the water/wooded area. When
starting movement phase in water/woods, movement rate is halved (rounding up.) starting movement phase in water/woods, movement rate is halved (rounding up.)
Elevated terrain: Category 0-3 units maximum elevation 1”. Category 4-5 max elevation 2”. Elevated terrain: Category 0-3 units maximum elevation 1”. Category 4-5 max elevation 2”.
Calculate elevation height in inches (rounding to closest inch) and subtract from movement Calculate elevation height in inches (rounding to closest inch) and subtract from movement
rate. rate.
Attack Attack
To-hit roll: 2d6+ attack modifiers (7-12 hits, a double ‘1’ always misses, a double ‘6’ always hits) To-hit roll: 2d6+ attack modifiers (7-12 hits, a double ‘1’ always misses, a double ‘6’ always hits)
•Attack modifiers: •Attack modifiers:
•Short Range: +1 to the to-hit roll. •Short Range: +1 to the to-hit roll.
•Long Range: -1 to the to-hit roll. •Long Range: -1 to the to-hit roll.
•Target has cover (Section 5.11): -2 to the to-hit roll. •Target has cover (Section 5.11): -2 to the to-hit roll.
•Target is at a lower elevation from the attacker: +1 to the to-hit roll. •Target is at a lower elevation from the attacker: +1 to the to-hit roll.
•Target is being fired upon at its rear arc: +1 to the to-hit roll. •Target is being fired upon at its rear arc: +1 to the to-hit roll.
•Target has moved less than 2” from where they began turn: +1 to attack roll. •Target has moved less than 2” from where they began turn: +1 to attack roll.
•Attacker has not moved this Game Turn: +1 to attack roll. •Attacker has not moved this Game Turn: +1 to attack roll.
Damage Damage
Roll damage dice and add in range modifiers to dice total (not for each die). Damage is always Roll damage dice and add in range modifiers to dice total (not for each die). Damage is always
rolled as a d3. rolled as a d3.
•Die roll is a 1 or 2: 1 points of damage •Die roll is a 1 or 2: 1 points of damage
•Die roll is a 3 or 4: 2 point of damage •Die roll is a 3 or 4: 2 point of damage
•Die roll is a 5 or 6: 3 points of damage •Die roll is a 5 or 6: 3 points of damage
When rolling damage dice, any natural ‘6’ rolled also deals special damage in addition to the When rolling damage dice, any natural ‘6’ rolled also deals special damage in addition to the
3 points of damage rolled. The damage types are designated as ‘A’, ‘B’, and ‘C’ in the weapon 3 points of damage rolled. The damage types are designated as ‘A’, ‘B’, and ‘C’ in the weapon
description. description.
Type ‘A’: Kinetic Projectile Weapons Type ‘A’: Kinetic Projectile Weapons
All natural ‘6’s are re-rolled again for additional damage, and may continue to be re-rolled as All natural ‘6’s are re-rolled again for additional damage, and may continue to be re-rolled as
long as a ‘6’ continues to be rolled. long as a ‘6’ continues to be rolled.
Type ‘B’: Electrical Weapons Type ‘B’: Electrical Weapons
When a natural ‘6’ rolled, the target cannot allocate their Spark Dice for their next Game Turn. When a natural ‘6’ rolled, the target cannot allocate their Spark Dice for their next Game Turn.
Type ‘C’: Laser Weapons Type ‘C’: Laser Weapons
For each natural ‘6’ rolled, the 3 damage points from that die bypass any shields or armor, and For each natural ‘6’ rolled, the 3 damage points from that die bypass any shields or armor, and
are applied directly to the hull. are applied directly to the hull.