Vehicle
Vehicles have the following characteristics and don’t typically have bases that matter to the game. Vehicles do not make morale checks. When shooting, draw line of sight from the physical weapon model being fired when figuring out line of sight.
| Characteristic | Description |
|---|---|
| Weapon Skill | How well the vehicle can shoot. |
| Toughness | How thick the vehicle’s armor is. |
| Initiative | Vehicle movement allocation |
| Hull Points | How much damage the vehicle can take before dying. |
| Transport | How many wounds of models that be taken, and what sides are access points. |
| Firing Points | How many models embarked inside can shoot out the vehicle. |
Vehicle Arcs
Vehicles have four 90 degree arcs comprising their front, sides, and rear. Attacks coming from within a vehicle’s rear arc deal +1 damage to the vehicle.
Embarking and Disembarking
Instead of moving, vehicles can have models enter or leave them through their access points. Always use a model’s starting Wound value instead of their current. Models that lose wounds don’t take up less space. Only embark models with wounds. Models with hull points cannot be transported by vehicles. Models that disembark consider to have fully moved.
Wounding Vehicles
Whenever a vehicle loses one or more hull points from a unit’s attack(s), or just in general, roll on the table below to see how it’s affected. If a vehicle drops to 0 hull points, then they become inoperable and can be flipped upside to show this.
| 2D6 | Vehicle Damage Table |
|---|---|
| 2 | Driver Slain - the vehicle goes out of control and will drive strait until the vehicle hits another vehicle or terrain. |
| 3 | Embarked Hit - Set the transport value of the vehicle to “-”. All models must immediately disembark. If already “-” then the vehicle explodes. |
| 4 | Weapon Hit - A random weapon in shooter has line of sight to is loss. |
| 5 | Flesh Wound - No Further Affect |
| 6 | Tread Hit - half the movement of the vehicle, rounded down. If movement 0 when taking a tread hit, then the vehicle explodes! |
| 7 | Crew Shock - reduce the Ws of all gunners by 1 until their next shot resolves. This doesn’t stack. |
| 8 | Tread Hit - half the movement of the vehicle, rounded down. If movement 0 when taking a tread hit, then the vehicle explodes! |
| 9 | Flesh Wound - No Further Affect |
| 10 | Weapon Hit - A random weapon in shooter has line of sight to is loss. |
| 11 | Embarked Hit - Set the transport value of the vehicle to “-”. All models must immediately disembark. If already “-” then the vehicle explodes. |
| 12 | Engine Kill - The vehicle explodes! |
Exploding!!
When a vehicle explodes, all models within a number of yards equal to their toughness value take a hit. The Strength of this hit is equal to their toughness, -1 for every yard away you are from the exploding vehicle. This damage is always equal to one. Once all hits are resolved, the vehicle is removed from the battlefield.
Ramming
Vehicles typically cannot fight in the combat phase or become engaged. Thus if an enemy unit engage a vehicle, they will automatically win that dual roll. Instead, during the movement phase vehicles can hit pedestrians.
Vehicles can move through a unit with wounds to perform a ram. When the vehicle comes into contact with a model during a ram, they must make an Initiative check. If failed they get stuck under the treads and take a hit equal to that vehicle’s side rounded down. If passed, they move the minimum distance to either side of the vehicle jumping out of the way. If they can’t jump to either side due to other models being in the way, then they’re stuck on the hood and will fall off within unit coherency as empty spots of land open up.