VEHICLE RULES: Difference between revisions
No edit summary |
|||
(5 intermediate revisions by the same user not shown) | |||
Line 14: | Line 14: | ||
=== Hull Points (HP) === | === Hull Points (HP) === | ||
Every vehicle has a number of Hull Points, indicating how much damage it can take before it becomes critically damaged. This will normally be shown in the vehicle’s characteristics profile in place of the (W) Wounds characteristic. | Every vehicle has a number of Hull Points, indicating how much damage it can take before it becomes critically damaged. This will normally be shown in the vehicle’s characteristics profile in place of the (W) Wounds characteristic. | ||
=== Subtype === | |||
Each vehicle has a subtype in brackets after the VEHICLE keyword that gives the model additional special rules, or influence how they can act in the Fight phase. See the subtype section below for more information. | |||
== Vehicles & Measuring Distances == | == Vehicles & Measuring Distances == | ||
Line 40: | Line 43: | ||
* Remaining stationary, or pivoting up to 90 degrees during the move allows the vehicle to fire normally. | * Remaining stationary, or pivoting up to 90 degrees during the move allows the vehicle to fire normally. | ||
* Moving up to half of the vehicles speed, or pivoting past 90 degrees during the move allows the vehicle to fire one weapon at it’s normal Ballistic Skill, but every other weapon fires Snap Shots. | * Moving up to half of the vehicles speed, or pivoting past 90 degrees during the move allows the vehicle to fire one weapon at it’s normal Ballistic Skill, but every other weapon fires Snap Shots. This is known as cruising speed. | ||
* Moving further than half speed, all weapons on the vehicle fire snap shots unless the weapon is an Assault Weapon, in that case, the weapon can fire normally. | * Moving further than half speed, all weapons on the vehicle fire snap shots unless the weapon is an Assault Weapon, in that case, the weapon can fire normally. This is known as moving Flat-Out. | ||
* Advancing a vehicle, adding an additional D6 to the movement, and only Assault Weapons can fire from the vehicle, but | * Advancing a vehicle, adding an additional D6 to the movement typically, and only Assault Weapons can fire from the vehicle, but only firing Snap Shots. | ||
'''Vehicle Charging''' | '''Vehicle Charging''' | ||
Vehicles can only charge units that are in front of them specifically within a 180 degree area in the front. | Vehicles can typically only charge units that are in front of them specifically within a 180 degree area in the front. Some sub-types of vehicles disregard this rule. | ||
'''Firing Arcs''' | '''Firing Arcs''' | ||
Line 115: | Line 114: | ||
|- | |- | ||
|7+ | |7+ | ||
|'''Explodes!''' The vehicle is destroyed. Roll to | |'''Explodes!''' The vehicle is destroyed. If the vehicle is a Zooming Flyer, it will immediately Crash and Burn!. Roll a d6 - on a 1-5 the vehicle is left as a smoking host and grants heavy cover to units. On a roll of a 6, nearby units suffer a Strength 4 AP- hit for each model within D6" of the vehicle (resolve this once, regardless of how many times the result is inflicted), as flaming debris scatters across the area. The vehicle is then removed from the battlefield. | ||
|} | |} | ||
Line 139: | Line 138: | ||
=== Charging with a Vehicle === | === Charging with a Vehicle === | ||
Vehicles are able to charge just like any infantry model would be able to. | Vehicles are able to charge just like any infantry model would be able to, however, normally must charge a target that's within a 180 degree arc that's in front of them. | ||
=== Charging a Vehicle === | === Charging a Vehicle === | ||
Line 150: | Line 149: | ||
Vehicles are able to resolve Overwatch just like any infantry unit, however, [BLAST] weapons the vehicle is equipped with are unable to fire overwatch since it takes too long to bring the weapon to bear against a charging foe. | Vehicles are able to resolve Overwatch just like any infantry unit, however, [BLAST] weapons the vehicle is equipped with are unable to fire overwatch since it takes too long to bring the weapon to bear against a charging foe. | ||
=== Fighting | === Fighting a Vehicle === | ||
Hitting vehicles in close combat is very straightforward due to their size. We can safely assume that any unit that has been able to reach a vehicle has been travelling swiftly enough to land a blow upon it with relative ease – though care must still be taken to strike a vital point. '''Accordingly, all vehicles are treated as being Weapon Skill 1 and Initiative 1, unless it's listed in the profile the Weapon Skill is higher''', and Immobilised non-Walker vehicles, which are always treated as having Weapon Skill 0. | Hitting vehicles in close combat is very straightforward due to their size. We can safely assume that any unit that has been able to reach a vehicle has been travelling swiftly enough to land a blow upon it with relative ease – though care must still be taken to strike a vital point. '''Accordingly, all vehicles are treated as being Weapon Skill 1 and Initiative 1, unless it's listed in the profile the Weapon Skill is higher''', and Immobilised non-Walker vehicles, which are always treated as having Weapon Skill 0. | ||
==== Armour Penetration in Assault ==== | ==== Armour Penetration in Assault ==== | ||
Armour Penetration is worked out in the same way as for shooting (D6 + the Strength of the attacker). In close combat, however, '''all hits are resolved against the vehicle’s rear armour''', to represent the chance of attacking a vulnerable spot. | Armour Penetration is worked out in the same way as for shooting (D6 + the Strength of the attacker). In close combat, however, '''all hits are resolved against the vehicle’s rear armour''', to represent the chance of attacking a vulnerable spot. | ||
=== Fighting with a Vehicle === | |||
Each vehicle subtype determines how it interacts in the Fight phase. Remember, all vehicles unless otherwise stated in their profile are treated at Initiative 1. When a vehicle (that isn't a Chariot or a Walker) activates, it can attempt to run over models if it so chooses, or otherwise move out of engagement range. | |||
When a non-chariot or walker activates in the Fight Phase, depending on the subtype of the vehicle, first pivot the model up to 90 degrees. Then, you can move up to 6" in a straight line (unless the vehicle is immobilized), representing the vehicle plowing through whatever has engaged in combat with it. During this move, you can use the vehicles silhouette or base as you would with a blast marker, marking what units the vehicle passes over - if any. After completing the move, any models that are passed over suffer a hit with a Strength characteristic equal to half the vehicle's Front Armor Value, rounded down. | |||
Depending on the vehicles subtype, some units may immune to these hits. When a model isn't subject to these hits, simply move any model out of the way, but maintaining coherency with it's originating unit as if it had one. | |||
* Non-Combat Skimmers, Open-Topped, and Transports can only apply hits on Toughness 3 and lower models. | |||
* Tanks can only apply hits on Toughness 4 and lower models without the Bulky keyword. | |||
* Heavy vehicles and only apply hits on Toughness 5 and lower models. | |||
* Super-Heavy Vehicles can apply hits on Toughness 6 and lower models. | |||
=== Fight Results === | === Fight Results === | ||
Combats against vehicles are very different from those among other unit types. For a start, '''whilst vehicles can be assaulted, they | Combats against vehicles are very different from those among other unit types. For a start, '''whilst vehicles can be assaulted, they cannot be locked in combat.''' At the end of a round of close combat against a vehicle, calculate the fight result as normal, '''counting each glancing hit as 1 Wound, and each penetrating hit as 2 Wounds.''' | ||
If the vehicle loses the combat or is destroyed, nothing happens. There are no Sweeping Advances. The vehicle and the enemy remain where they are and are free to simply move away in future turns. The assaulting unit can still Pile-In and Consolidate as normal. | If the vehicle loses the combat or is destroyed, nothing happens. There are no Sweeping Advances. The vehicle and the enemy remain where they are and are free to simply move away in future turns. The assaulting unit can still Pile-In and Consolidate as normal. | ||
If the vehicle wins the combat, the enemy must make a Morale check as normal, and Fall Back if they fail, though the vehicle cannot | If the vehicle wins the combat, the enemy must make a Morale check as normal, and Fall Back if they fail, though the vehicle cannot make a Sweeping Advance. | ||
=== Successive Turns === | === Successive Turns === | ||
Line 170: | Line 181: | ||
=== Vehicles, Leadership and Morale === | === Vehicles, Leadership and Morale === | ||
It is assumed, in all cases, that the crew’s faith in their vehicle, and its considerable armour plating, is absolute. Therefore, vehicles never take Morale checks or Leadership tests. Any occasional lapses that do occur are represented by Crew Shaken and Crew Stunned results on the Vehicle Damage table. | It is assumed, in all cases, that the crew’s faith in their vehicle, and its considerable armour plating, is absolute. Therefore, vehicles never take Morale checks or Leadership tests. Any occasional lapses that do occur are represented by Crew Shaken and Crew Stunned results on the Vehicle Damage table. | ||
== Vehicle Subtypes == | |||
The different types of vehicle are: Chariot, Fast, Flyer, Heavy, Open-topped, Skimmer, Tank, Transport, Walker, Super-heavy vehicle, Super-heavy Walker and Super-heavy Flyer. These types can be combined to define, for example, a Fast Skimmer or an Open-topped Walker, in which case, the vehicle has all of the rules for all of its types. | |||
[[Chariot]] | |||
[[Fast]] | |||
[[Flyer]] | |||
[[Heavy]] | |||
[[Open-Topped]] | |||
[[Skimmer]] | |||
[[Tank]] | |||
[[Transport]] | |||
[[Walker]] | |||
[[Super-Heavy Vehicle]] | |||
[[Super-Heavy Walker]] | |||
[[Super-Heavy Flyer]] | |||
== Vehicle Upgrades == | |||
'''It is incredibly rare for even two vehicles of the same design to be identical – many are modified by their crews in order to achieve greater battlefield efficiency (or survivability). Accordingly, many vehicles have optional upgrades – the most common of which are listed here.''' | |||
---- | |||
== Dozer Blade == | |||
{| class="wikitable" | |||
|Dozer blades are heavy ploughs, blades, rams, or scoops, used to clear obstacles from the vehicle’s path. | |||
|} | |||
Vehicles equipped with dozer blades treat their front armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests. | |||
---- | |||
== Extra Armour == | |||
{| class="wikitable" | |||
|Some vehicle crews add additional armour plating to their vehicles to provide a little extra protection. | |||
|} | |||
Vehicles equipped with extra armour count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead. | |||
---- | |||
== Hunter-killer Missile == | |||
{| class="wikitable" | |||
|Hunter-killer missiles are commonly fitted to Imperial vehicles. These single-use weapon systems allow vehicles such as Rhinos to engage armoured enemy vehicles that would otherwise far outmatch them. | |||
|} | |||
A hunter-killer missile is an additional weapon, fired using the vehicle’s Ballistic Skill. | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
|Infinite | |||
|8 | |||
|3 | |||
|Heavy 1, One use only | |||
|} | |||
---- | |||
== Searchlight == | |||
{| class="wikitable" | |||
|Searchlights are often fitted to vehicles so that the foe cannot use darkness as an ally. | |||
|} | |||
Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn. | |||
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule. | |||
---- | |||
== Smoke Launchers == | |||
{| class="wikitable" | |||
|Some vehicles have small launchers mounted onto them that carry smoke canisters. These are used to temporarily obscure the vehicle behind billowing clouds of smoke, allowing it to cross open areas in greater safety – although it does so at the cost of being able to fire its own weapons. | |||
|} | |||
Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. | |||
After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. |
Latest revision as of 20:21, 23 August 2024
War is not a trade solely for living soldiers, but also for mighty war engines and tanks. Rhinos and Land Raiders forge forwards through incoming fire, disgorging battle-ready Space Marines into the heart of the foe. Leman Russ Battle Tanks plough across the battlefield, battle cannons roaring and heavy bolters spitting death. Eldar skimmers flit through the smoke-laced skies, darting through the enemy defences to attack crucial targets.
Such vehicles do not fight in the same manner as other models – that’s why their rules have been compiled in this section. First we’re going to look at the rules and characteristics that all vehicles have in common, then we’ll cover more specialist sets of rules for Flyers, Tanks and more.
Vehicle Characteristics
Vehicles have characteristics that define how powerful they are in a similar way to Infantry. However, their characteristics are different.
Ballistic Skill (BS)
Vehicles have a Ballistic Skill value just like other unit types and it represents the accuracy of the crew as they blast away at their enemy with the vehicle’s weapons.
Armour Value (AV)
The Armour Value (sometimes just referred to as Armour) of a vehicle tells you how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their front (F), sides (S) and rear (R). Armour Values typically range from 10 to 14, depending on which side of the vehicle is being attacked, with the lightest armour usually on the rear, to represent vulnerable fuel tanks, engine compartments, etc.
Hull Points (HP)
Every vehicle has a number of Hull Points, indicating how much damage it can take before it becomes critically damaged. This will normally be shown in the vehicle’s characteristics profile in place of the (W) Wounds characteristic.
Subtype
Each vehicle has a subtype in brackets after the VEHICLE keyword that gives the model additional special rules, or influence how they can act in the Fight phase. See the subtype section below for more information.
Vehicles & Measuring Distances
As vehicle models do not usually have bases, the normal rule of measuring distances to or from a base cannot be used. Instead, for distances involving a vehicle, measure to and from their hull, ignore gun barrels, dozer blades, antennas, banners and other decorative elements.
There is, however, the notable exception of a vehicle’s weaponry. When firing a vehicle’s weapons, ranges are measured from the muzzle of the firing weapon, whilst line of sight is determined from the weapon’s mounting point and along its barrel (as explained later).
Difficult and Dangerous Terrain
Vehicles moving through broken terrain are not slowed like other units, but risk becoming stuck, bogged down or damaged.
Vehicles are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. A vehicle that fails a Dangerous Terrain test immediately loses one Hull Point and suffers an Immobilised result from the Vehicle Damage table.
- DANGEROUS TERRAIN TEST - Roll a d6. On a result of a 1, the vehicle loses 1 HP and suffers the immobilized result from the Armor Penetration table.
VEHICLE MOVEMENT
Vehicles have to abide by the following rules for movement, similar to the aircraft rules.
- A vehicle can pivot once during their move on the spot up to 90 degrees before moving in a straight line in that direction..
- A vehicle can pivot up to 90 degrees to bring it’s weapons to bear on the foe and not be considered to have moved, but is not allowed to move once pivoting.
- A vehicle can pivot up to 360 degrees but is considered to have moved. The vehicle is not allowed to move once pivoting.
Vehicles with the FLY keyword can pivot up to 90 degrees, move, then pivot an additional 90 degrees after moving. Vehicles additionally with the AELDARI or DRUKHARI keywords can pivot up to 180 degrees, then further pivot 180 degrees after moving.
Vehicle Targeting
Moving has an effect on the ability of a vehicle to be able to target accurately.
- Remaining stationary, or pivoting up to 90 degrees during the move allows the vehicle to fire normally.
- Moving up to half of the vehicles speed, or pivoting past 90 degrees during the move allows the vehicle to fire one weapon at it’s normal Ballistic Skill, but every other weapon fires Snap Shots. This is known as cruising speed.
- Moving further than half speed, all weapons on the vehicle fire snap shots unless the weapon is an Assault Weapon, in that case, the weapon can fire normally. This is known as moving Flat-Out.
- Advancing a vehicle, adding an additional D6 to the movement typically, and only Assault Weapons can fire from the vehicle, but only firing Snap Shots.
Vehicle Charging
Vehicles can typically only charge units that are in front of them specifically within a 180 degree area in the front. Some sub-types of vehicles disregard this rule.
Firing Arcs
Weapon line of sight on vehicles is now determined by the weapon on the model versus the model itself, and it’s line of sight is based off the ability of the weapon to rotate. If the weapon doesn’t rotate or isn’t able to rotate (with best intentions minded) it is fired with a 45 degree angle. See diagram for reference:

Shooting at Vehicles
When a unit fires at a vehicle, it must be able to see its hull or turret (ignoring the vehicle’s gun barrels, antennas, decorative banner poles, etc.). Note that, unlike for other models, a vehicle’s wings are not ornamental and are a part of its hull. As the whole unit must fire at the same target, this often means that some of their weapons can’t damage the target vehicle, so we assume that the other members of the squad are providing covering fire, bringing forward ammunition for heavy weapons or simply keeping their heads down. If the target vehicle is in range, roll To Hit as normal. If any hits are scored, roll for each to see if they penetrate the vehicle’s Armour Value (see below).
Vehicle Facing and Armour Values
Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some Tanks, while lighter vehicles rely more on their speed to avoid incoming fire. As such, vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual vehicles often vary between its front, side and rear facings. Shots are resolved against the facing of the vehicle that the shot comes from. To see what facing a shot is coming from, draw two imaginary lines through the corners of the vehicle (see diagram below). If a unit has firing models in two or more different facings of a target vehicle (some models in the front and some in the side, for example), shots are resolved separately for each facing. The direction a turret is facing has no bearing on what arc of a vehicle you are firing at.
Blast Weapons
When firing a Blast weapon at a vehicle, place the marker with the hole over any part of the vehicle’s hull and then roll for scatter as normal. In the case of multiple blasts, the vehicle will be hit once each time any part of a blast marker ends up over the vehicle or its base. The armour penetration roll is resolved against the Armour Value facing the firer, regardless of the position of the marker.
Template Weapons
If a vehicle, or its base, is even partially under a template, it is hit on the Armour Value facing the firer.
Armour Penetration Rolls
Hitting a vehicle is no guarantee that you will actually damage it. Once a hit has been scored on a vehicle, roll a D6 and add the weapon’s Strength, comparing this total with the Armour Value of the appropriate facing of the vehicle.
- If the total is less than the vehicle’s Armour Value, the shot has no effect.
- If the total is equal to the vehicle’s Armour Value, the shot inflicts a glancing hit.
- If the total is greater than the vehicle’s Armour Value, the shot inflicts a penetrating hit.
For example, a lascannon shot hits the front of a Space Marine Predator (Armour Value 13). Rolling a D6, the player rolls a 4 and adds this to the lascannon’s Strength of 9, for a total of 13. Because this equals the Predator’s Armour Value, it inflicts a glancing hit. If the player had rolled a 5 or a 6, the armour penetration roll would have inflicted a penetrating hit on the Predator.
Resolving a Damage
A hit on a vehicle can have a variety of results. Its armour could be completely pierced, yet merely result in an area of shattered hull and a nasty shock for the crew. Alternatively, a lucky shot could detonate the ammunition cases or fuel tanks held within the vehicle, resulting in an explosion of titanic proportions.
Glancing Hits
If a glancing hit was scored, the vehicle loses 1 Hull Point.
Penetrating Hits
If a penetrating hit was scored, the vehicle not only loses 1 Hull Point, but also suffers additional damage.
After deducting any Hull Points, roll a D6 for each shot that penetrated the vehicle’s armour and look up the result using the Vehicle Damage table, applying any appropriate modifiers, such as those granted for high AP weapons. All modifiers on the Vehicle Damage table are cumulative. If you inflict a penetrating hit, you must roll on the Vehicle Damage table even if the vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance that it might Explode!
High AP Weapons
Some weapons are so destructively powerful that they can inflict masses of damage in a single strike.
If an AP2 weapon scores a penetrating hit add a +1 modifier to the roll on the Vehicle Damage table.
If an AP1 weapon scores a penetrating hit add a +2 modifier to the roll on the Vehicle Damage table.
Vehicle Damage Table
D6 Result | Effect |
1-3 | Crew Shaken. Vehicle can only fire Snap Shots until the end of the controlling player's next turn. |
4 | Crew Stunned. Vehicle is Immobilized and cannot move until the end of the controlling player’s next turn. |
5 | Weapon Destroyed. One of the vehicle’s weapons is destroyed. |
6 | Immobilized. Vehicle cannot move at all for the rest of the game. Any immobilized vehicle already suffers an additional HP. |
7+ | Explodes! The vehicle is destroyed. If the vehicle is a Zooming Flyer, it will immediately Crash and Burn!. Roll a d6 - on a 1-5 the vehicle is left as a smoking host and grants heavy cover to units. On a roll of a 6, nearby units suffer a Strength 4 AP- hit for each model within D6" of the vehicle (resolve this once, regardless of how many times the result is inflicted), as flaming debris scatters across the area. The vehicle is then removed from the battlefield. |
Vehicle Damage Results and Hull Points
Occasionally, a rule will state that a vehicle will suffer the effects of a Crew Shaken, Crew Stunned, Weapon Destroyed or Immobilised result. Unless that rule also specifies that the vehicle suffers a glancing hit, a penetrating hit, or otherwise states that the vehicle loses a Hull Point, only the relevant result on the Vehicle Damage chart is applied to the vehicle and no Hull Points are lost.
Damaged Vehicles
A vehicle that is reduced to 0 Hull Points is DAMAGED. A damaged vehicle is at critical risk of being destroyed. Once a vehicle reaches 0 Hull Points remaining, every Glacing Hit immediately is upgraded to a Penetrating Hit, and all rolls on the Armor Penetration table receive a +1 bonus to the result. This is cumulative with the bonus granted from a high AP weapon.
Vehicles and Cover – Obscured Targets
Vehicles do not benefit from cover in the same way as Infantry due to their sheer size and bulk, but they can position themselves in such a way as to make it harder for the enemy to hit them in a vulnerable location. The difference from the way cover works for other models is represented by the following exceptions to the normal rules for cover:
- At least 25% of the facing of the vehicle that is being targeted (its front, side or rear) needs to be hidden by intervening terrain or models from the point of view of the firer for the vehicle to be in cover. If this is the case, the vehicle is obscured (or ‘hull down’). If a unit is firing at a vehicle, the vehicle is obscured only if it is 25% hidden from the majority of the firing models that are able to damage the vehicle. If a unit has firing models in two or more different facings of a target vehicle, work out whether or not the vehicle is obscured separately for each facing, using only models firing at that facing.
- Vehicles are not obscured simply for being inside terrain such as woods or ruins. The 25% rule given above takes precedence.
- Vehicles cannot Go to Ground, voluntarily or otherwise.
- If the target is obscured and suffers a glancing hit, a penetrating hit, or is otherwise hit by an enemy shooting attack that inflicts damage upon it (such as being hit by a weapon with the Graviton special rule), it must take a cover save against it, exactly like a non-vehicle model would do against a Wound (for example, a 5+ cover save for a Citadel Wood, a 4+ cover save for a ruin and so on). If the save is passed, the hit is discarded, no Hull Points are lost and no roll is made on the Vehicle Damage table. If a special rule or a piece of wargear makes a vehicle obscured even if in the open, this is a 5+ cover save, unless specified otherwise in the codex or Army List Entry.
It may rarely happen that the firing unit cannot see any part of the facing they are in (front, side or rear), but they can still see another facing of the target vehicle. In this case, they may take the shot against the facing they can see, but to represent such an extremely angled shot, the vehicle receives a cover save one point better than that given by the cover obscuring the vehicle’s other facing.
Vehicles in the Charge and Fight Phase
Vehicles can be both very dangerous and very vulnerable at close quarters. On one hand, massively armoured vehicles can scatter Infantry before them, as no one in their right mind would wish to be caught beneath the tracks of an eighty-tonne Tank bearing down on them! On the other hand, a stationary vehicle can often be very easily destroyed, as individuals clamber over it, attaching all manner of grenades and hacking at or shooting into vulnerable spots.
Charging with a Vehicle
Vehicles are able to charge just like any infantry model would be able to, however, normally must charge a target that's within a 180 degree arc that's in front of them.
Charging a Vehicle
Infantry can pose a grave threat to vehicles if they get close enough. They can wreck a vehicle by shooting through vision slits, planting explosives on fuel tanks, tearing open hatches to attack the crew or committing some other equally imaginative act of mayhem.
Charging a Vehicle
A unit can charge a vehicle in their Charge phase. The charge move is conducted the same as for charging other enemy units.
Vehicles and Overwatch
Vehicles are able to resolve Overwatch just like any infantry unit, however, [BLAST] weapons the vehicle is equipped with are unable to fire overwatch since it takes too long to bring the weapon to bear against a charging foe.
Fighting a Vehicle
Hitting vehicles in close combat is very straightforward due to their size. We can safely assume that any unit that has been able to reach a vehicle has been travelling swiftly enough to land a blow upon it with relative ease – though care must still be taken to strike a vital point. Accordingly, all vehicles are treated as being Weapon Skill 1 and Initiative 1, unless it's listed in the profile the Weapon Skill is higher, and Immobilised non-Walker vehicles, which are always treated as having Weapon Skill 0.
Armour Penetration in Assault
Armour Penetration is worked out in the same way as for shooting (D6 + the Strength of the attacker). In close combat, however, all hits are resolved against the vehicle’s rear armour, to represent the chance of attacking a vulnerable spot.
Fighting with a Vehicle
Each vehicle subtype determines how it interacts in the Fight phase. Remember, all vehicles unless otherwise stated in their profile are treated at Initiative 1. When a vehicle (that isn't a Chariot or a Walker) activates, it can attempt to run over models if it so chooses, or otherwise move out of engagement range.
When a non-chariot or walker activates in the Fight Phase, depending on the subtype of the vehicle, first pivot the model up to 90 degrees. Then, you can move up to 6" in a straight line (unless the vehicle is immobilized), representing the vehicle plowing through whatever has engaged in combat with it. During this move, you can use the vehicles silhouette or base as you would with a blast marker, marking what units the vehicle passes over - if any. After completing the move, any models that are passed over suffer a hit with a Strength characteristic equal to half the vehicle's Front Armor Value, rounded down.
Depending on the vehicles subtype, some units may immune to these hits. When a model isn't subject to these hits, simply move any model out of the way, but maintaining coherency with it's originating unit as if it had one.
- Non-Combat Skimmers, Open-Topped, and Transports can only apply hits on Toughness 3 and lower models.
- Tanks can only apply hits on Toughness 4 and lower models without the Bulky keyword.
- Heavy vehicles and only apply hits on Toughness 5 and lower models.
- Super-Heavy Vehicles can apply hits on Toughness 6 and lower models.
Fight Results
Combats against vehicles are very different from those among other unit types. For a start, whilst vehicles can be assaulted, they cannot be locked in combat. At the end of a round of close combat against a vehicle, calculate the fight result as normal, counting each glancing hit as 1 Wound, and each penetrating hit as 2 Wounds.
If the vehicle loses the combat or is destroyed, nothing happens. There are no Sweeping Advances. The vehicle and the enemy remain where they are and are free to simply move away in future turns. The assaulting unit can still Pile-In and Consolidate as normal.
If the vehicle wins the combat, the enemy must make a Morale check as normal, and Fall Back if they fail, though the vehicle cannot make a Sweeping Advance.
Successive Turns
If a vehicle that has been assaulted (and survived) does not move in its successive Movement phase, enemy models will still be in base contact with it during its Shooting and Assault phase. Enemy models that are in base contact with a vehicle (not including Walkers or Chariots) are not locked in combat and can therefore be shot during the Shooting phase. If the vehicle pivots on the spot (to shoot at its attackers for example), move these models out of the way as you shift the vehicle and then place them back into base contact with the vehicle – or as close as possible if there is no room.
Units that still have models in base contact with a vehicle during its Assault phase may attack it again, just as in a normal ongoing combat (including all models that would count as engaged in a normal assault).
Vehicles, Leadership and Morale
It is assumed, in all cases, that the crew’s faith in their vehicle, and its considerable armour plating, is absolute. Therefore, vehicles never take Morale checks or Leadership tests. Any occasional lapses that do occur are represented by Crew Shaken and Crew Stunned results on the Vehicle Damage table.
Vehicle Subtypes
The different types of vehicle are: Chariot, Fast, Flyer, Heavy, Open-topped, Skimmer, Tank, Transport, Walker, Super-heavy vehicle, Super-heavy Walker and Super-heavy Flyer. These types can be combined to define, for example, a Fast Skimmer or an Open-topped Walker, in which case, the vehicle has all of the rules for all of its types.
Vehicle Upgrades
It is incredibly rare for even two vehicles of the same design to be identical – many are modified by their crews in order to achieve greater battlefield efficiency (or survivability). Accordingly, many vehicles have optional upgrades – the most common of which are listed here.
Dozer Blade
Dozer blades are heavy ploughs, blades, rams, or scoops, used to clear obstacles from the vehicle’s path. |
Vehicles equipped with dozer blades treat their front armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.
Extra Armour
Some vehicle crews add additional armour plating to their vehicles to provide a little extra protection. |
Vehicles equipped with extra armour count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead.
Hunter-killer Missile
Hunter-killer missiles are commonly fitted to Imperial vehicles. These single-use weapon systems allow vehicles such as Rhinos to engage armoured enemy vehicles that would otherwise far outmatch them. |
A hunter-killer missile is an additional weapon, fired using the vehicle’s Ballistic Skill.
Range | S | AP | Type |
Infinite | 8 | 3 | Heavy 1, One use only |
Searchlight
Searchlights are often fitted to vehicles so that the foe cannot use darkness as an ally. |
Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule.
Smoke Launchers
Some vehicles have small launchers mounted onto them that carry smoke canisters. These are used to temporarily obscure the vehicle behind billowing clouds of smoke, allowing it to cross open areas in greater safety – although it does so at the cost of being able to fire its own weapons. |
Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save.
After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.