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.

CharacteristicDescription
MoveHow far the vehicle can move in the movement phases
ToughnessHow thick the vehicle’s armor is. Listed as front - side - rear
Hull PointsHow much damage the vehicle can take before dying.
TransportHow many wounds of models that be taken, and what sides are access points.
Firing PointsHow 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.

TurnMove
no turnfull move
up to 90 degreeshalf move
full 180 degreesno 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.

2D6Vehicle Damage Table
2Driver Slain - the vehicle goes out of control and will drive strait until the vehicle hits another vehicle or terrain.
3Embarked Slain - Half the weapon’s transport, rounded down. Half the embarked models, rounded down, are slain.
4Weapon Hit - All weapons on an random arc the attacker has line of sight to are destroyed.
5Flesh Wound - No Further Affect
6Tread Hit - half the movement of the vehicle, rounded down. If movement 0 when taking a tread hit, then the vehicle explodes!
7Crew Shock - reduce the Ws of all gunners by 1 until their next shot resolves. This doesn’t stack.
8Tread Hit - half the movement of the vehicle, rounded down. If movement 0 when taking a tread hit, then the vehicle explodes!
9Flesh Wound - No Further Affect
10Weapon Hit - All weapons on an random arc the attacker has line of sight to are destroyed.
11Embarked Slain - Half the weapon’s transport, rounded down. Half the embarked models, rounded down, are slain.
12Engine 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

NameMvTHpTransportFpRules
Rhino12, FR12-11-10512, SR2TAuto Repair 4+