VEHICLE RULES: Difference between revisions

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=== 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 ==
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* 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 at a -1 penalty to hit.
* 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.
 
'''Walker Vehicles'''
 
Walker Vehicles disregard the normal vehicle movement rules, instead, are able to move and turn just like normal infantry.


'''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'''
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|-
|-
|7+
|7+
|'''Explodes!''' The vehicle is destroyed. Roll to see if the vehicle explodes or resolve any rules that take place when the vehicle is destroyed.
|'''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.
|}
|}


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=== 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 ===
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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 the Assault ===
=== 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 do not Pile In and 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.'''
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. Vehicles without the WALKER or CHARIOT keywords are unable to Pile-In or Consolidate.
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 Consolidate or make a Sweeping Advance.
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 ===
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=== 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.