Vehicle
Vehicles have the following characteristics and don’t typically have bases that matter to the game. Vehicles are always considered to have on driver and one gunner for each gun it has.
| Characteristic | Description |
|---|---|
| Move | How far the vehicle can move in the movement phases |
| Toughness | How thick the vehicle’s armor is. Listed as front - side - rear |
| 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 Arc
Vehicles have a front, side, and rear arc. Each of these will have their own weapons and armor values. All weapons can only fire into the same arc they’re located in, with top mounted weapons being able to fire into all firing arcs.
Vehicle Movement
Vehicles move like normal but can only move forward or backward.
Vehicle Turning
Vehicle’s aren’t allowed to make turns as freely as other units. Instead before you move a vehicle, you must declare how much it’s going to turn throughout it’s move. The more a vehicle turns, the slower it moves as described on the table below.
| Turn | Move |
|---|---|
| no turn | full move |
| up to 90 degrees | half move |
| full 180 degrees | no move |
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.
Wounding Vehicles
Whenever a vehicle loses a hull point, not just from being wounded by an attack, 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 Slain - Half the weapon’s transport, rounded down. Half the embarked models, rounded down, are slain. |
| 4 | Weapon Hit - All weapons on an random arc the attacker has line of sight to are destroyed. |
| 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 - All weapons on an random arc the attacker has line of sight to are destroyed. |
| 11 | Embarked Slain - Half the weapon’s transport, rounded down. Half the embarked models, rounded down, are slain. |
| 12 | Engine Kill - The vehicle explodes! |
Exploding!!
When a vehicle explodes, all models within a number of yards equal to the lowest toughness value of the vehicle takes a Strength D6, Damage 1 hit. Roll for the Strength of this explosion once, and apply to to all hits. Once all hits are resolved, the vehicle is removed from the battlefield.
Blast, Template, and Beam Hits
If a blast template, flamer template, or beam line pass through multiple arcs/sides of a vehicle; each of arcs/sides take hits rather than just one set for the whole vehicle.
Vehicle Shooting
Vehicles use the normal shooting methods as described in the battle round/shooting phase section of the rules. However, instead of having a shooting ballistic skill themselves, each gun on a vehicle will be assigned a model to operate it. When firing that weapon, use the gunner’s shooting weapon skill to hit targets.
Ramming
Vehicles typically cannot fight in the combat phase. 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 into a infantry unit, and when doing so push them along the vehicle’s movement path. When this happens each model in that unit takes a hit with Strength equal to half the vehicle’s toughness on that side rounded down. Each of these hits deal one damage.
Vehicle Morale
When making Grit or Sagacity checks for a vehicle, you always test the driver’s characteristics. Vehicles must make morale checks at the end of every battle round in which they rolled on the vehicle damage table.
Example
| Name | Mv | T | Hp | Transport | Fp | Rules |
|---|---|---|---|---|---|---|
| Rhino | 12, FR | 12-11-10 | 5 | 12, SR | 2T | Auto Repair 4+ |