Walker
Walkers have the following characteristics and have bases.
| Characteristic | Abv. | Description |
|---|---|---|
| Type | Type | The base size/diameter in millimeters followed by weight class. |
| 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 |
| Grit | Gr | How mentally fortuitous the unit is. Resisting casualties and battle shock. |
| Sagacity | Sg | How Intelligent the unit is. Psychic powers and tactical objectives. |
Walker Arc
Walkers 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.
Walker Types
Walker types are comprised of base size and weight class. The combination of these two factors determine the walker’s Hull points, Armor points, and how far it can move. If a walker has an oval base, average the two dimensions and use the closest base size listed below.
Walker Table - the table describes (hull points/armor points) that walkers have
| Base Size | Light | Medium | Heavy |
|---|---|---|---|
| 60mm | 3/1 | 3/3 | 3/4 |
| 80mm | 4/2 | 4/4 | 4/6 |
| 100mm | 5/2 | 5/5 | 5/7 |
| 120mm | 6/3 | 6/6 | 6/9 |
| 140mm | 7/3 | 7/7 | 7/10 |
| 160mm | 8/4 | 8/8 | 8/12 |
| 180mm | 9/4 | 9/9 | 9/13 |
Walker Movement
Walkers can only move forward or backward. Movement backward costs twice as much as normal.
| Walker Type | Walker Movement |
|---|---|
| Light | 10y |
| Medium | 8y |
| Heavy | 6y |
Walker Turning
Walkers aren’t allowed to make turns as freely as other units. Instead before you move a walker, you must declare how much it’s going to turn throughout it’s move. The more a walker 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 |
Wounding Walkers
Walkers have two types of points: Armor points and Hull points. When a walker takes damage, reduce the walker’s armor points first. Once no armor points are remaining, reduce the walker’s hull points. Whenever a walker loses a hull point, not just from being wounded by an attack, roll on the table below to see how it’s affected.
| 2D6 | Vehicle 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 - destroy all weapons in a random arc in the attacker’s line of sight. |
| 5 | Flesh Wound - No Further Affect |
| 6 | Ammo Hit - reduce the number of shots all your weapons make by one. |
| 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. |
| 9 | Flesh Wound - No Further Affect |
| 10 | Weapon Shot - destroy all weapons in a random arc in the attacker’s line of sight. |
| 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! |
Exploding!!
When a walker explodes, all models within a number of yards equal to the lowest toughness value of the walker 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 walker is removed from the battlefield.
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. If there are models that wound be crunched by this, move them a minimum distance out from underneath it and have each model that had to move make an Initiative check. If the initiative check is failed, then they take a hit with Strength equal to the half the walker’s rear toughness, value rounded down. The damage of this hit is equal to the walker’s starting hull points.
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.
Walker Shooting
Walker use the normal shooting methods as described in the battle round/shooting phase section of the rules and can fire every weapon they’re equipped with.
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. For example, an undamaged 60mm heavy walker with two power claws would have 4 attacks. If the walker wins the combat and land hits, you can split hits as you want between the weapon(s) they’re equipped with amoungst multiple enemies.
Walker Morale
Walkers take a morale check every time they roll on the walker damage table.
Example
Contempt Dreadnought
| Type | Ws | S | T | Gr | Sg |
|---|---|---|---|---|---|
| 60mm medium | 5/4 | 7 | 12 11 10 | 6 | 5 |