Walker
Walkers are a mix of infantry and vehicles have the following characteristics and have bases. They have arcs and explode just like normal vehicles. Walkers do not make morale checks.
| Characteristic | Abv. | Description |
|---|---|---|
| Type | Type | The base size/diameter in millimeters. |
| Weapon Skill | Ws | How good a unit is at combat. If listed X/Y, then X is it’s melee skill and Y is it’s shooting skill. If there’s only one number listed, then the unit’s melee and shooting skill is the same. |
| Strength | S | How strong the unit is. |
| Toughness | T | How hard the unit is to hurt, each walker arc has a different toughness |
| Initiative | I | How far the unit moves. |
Walker Arcs
Walkers have four 90 degree arcs comprising their front, sides, and rear. Attacks coming from within a walker’s rear arc deal +1 damage to the walker.
Walker Hull Points
Walker types are comprised of base size. If a walker has an oval base, average the two dimensions and use the closest base size listed below.
Walker Table -
| Base Size | Hull Points |
|---|---|
| 60mm | 3 |
| 80mm | 3 |
| 100mm | 4 |
| 120mm | 4 |
| 140mm | 5 |
| 160mm | 5 |
| 180mm | 6 |
Walker Armor
Walkers have a number of armor points equal to their starting hull points. When a walker takes damage, they lose armor points first before losing hull points. You only roll on the walker damage table after losing all armor points.
Walker Damage Table
Whenever a walker loses one or more hull points from a unit’s attack, roll on the table below.
| 2D6 | Walker Damage Table |
|---|---|
| 2 | Explodes! |
| 3 | Control Hit - reduce the walker’s weapon skill in melee and shooting by 1. If you can’t because 0, the walker explodes. |
| 4 | Weapon Shot - A random weapon in shooter has line of sight to is loss. |
| 5 | Flesh Wound - No Further Affect |
| 6 | Ammo Hit - reduce the number of shots all your weapons make by one to a minimum of zero. |
| 7 | Leg Hit - Half the walker’s movement, rounded down. If can’t half because already 0, the walker explodes. |
| 8 | Ammo Hit - reduce the number of shots all your weapons make by one to a minimum of zero. |
| 9 | Flesh Wound - No Further Affect |
| 10 | Weapon Shot - A random weapon in shooter has line of sight to is loss. |
| 11 | Control Hit - reduce the walker’s weapon skill in melee and shooting by 1. If you can’t because 0, the walker explodes. |
| 12 | Explodes! |
Timber!
When a walker is slain roll a scatter die. If you roll a direct hit, then walker walker dies on its feet. Otherwise the walker turns its back towards that direction and falls over face up. Any models under them is considered to be stomped under the towering rules described in the movement phase.
Walker Combat
Walkers get a number of attacks equal to half their remaining hull points, rounded up for each melee weapon they’re equipped with. Like monsters, walkers increase the result of the duel roll by 1 for every 6 rolled past the first. This can allow for the result to be pushed past a 6. So the result of a 6,6,5,4 would have the final result of 7.