ROUT AND PERSUIT

A rout represents a total breakdown in discipline. Even the bravest troops can only take so much, and can be forced to rout in the face of superior numbers or unexpected horrors. Routing troops stop fighting, and run away from the battle with all haste.

THE ROUT TEST

A unit must make a rout test in the following situation.
1. The unit has just lost a round of hand-to-hand combat.

2. The unit suffers casualties of 1/3 or more of its current numnerical strength to shooting and/or psychic attack during a single turn.

3. As indicated elsewhere in the rules. For example, while breaking away from hand-to-hand combat.

4. Anytime at the GM's discretion.

The test is made on the units leadership (Ld) characteristic. If the unit's leader has a different Ld value then the rest of the unit, test on this instead - even if it is lower. test as follows:
1. Roll 2D6

2. If the result is more than the Ld value, the test is failed and the unit will rout. If the reuslt is equal to or less than the Ld value, the test is passed and the unit will continue to fight normally.

A unit which has no leader - because it has been killed, for example - must still take a rout test, in which case use the Ld value of the troops themselves.

MOVING ROUTED TROOPS

the whole unit is turned away from their enemy and immediately moved 4" away from the fight or nearest threat. This movement is made out of sequence, and is intended to represent the initial panic and flight of the routers. If friendly units are blocking the routers' path, the routers will move through them. A unit moved through in this way will not be able to reserve move that turn.
After the initial 4" move, routers are moved in the movement part of their own turn as normal. A routing unit always moves at double normal rate. The unit must move away from the nearest enemy, or cause of their rout, and must head for the nearest table edge where possible, taking the most direct route. If engaged in hand-to-hand combat they are unable to fight back.

ROUTERS LEAVING THE TABLE

Once a model reaches the table edge it is removed from play and does not return - routers are assumed to become scattered beyond any hope of recovery.

RALLYING

It is possible that a routing unit will manage to pull itself together and return to the fray. During the rallying part of his turn after the turn in which the rout occured, a player may attempt to rally routers remaining on the table, so long as they are not still in base-to-base contact with enemy models.
To do this roll 2D6. If the dice score is equal to or less than the unit leader's Ld they are rallied and are no longer routing. The unit must spend its entire following turn stationary, re-organising and regrouping. This is called the rallying turn. Troops can turn to face any direction the player wishes during the rallying turn, and may adopt any formation. They may fire weapons normally, except that they may not use S-type weapons.
A unit which has no specificleader model for some reason, if he is killed for instance, may still test to rally. The troops own Ld value is used instead.
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MOVING THROUGH ANOTHER UNIT

If the routers pass through other units from the same side, the pursuers will charge them. This is out of the normal sequence.

NOT WISHING TO PURSUE

If a player does not wish to pursue a routing enemy, he may immediately make a test on their Ld. Roll 2D6 – if the score is more than the unit’s Ld they have failed to control themselves and must pursue. If the result is equal to or less than their Ld, the test is passed, the troops snap to order and hold steady. A unit which does not pursue must spend the remainder of that turn stationary – except that models may turn to face any direction the player chooses, and stragglers beyond the 2" distance can be regrouped. However, the unit may fire normally.

STOPPING A PURSUIT

In the pursuers’ own turn the pursuing unit is still in hand-to-hand combat and may not move at all (except to make a fresh charge). If a player wishes to stop a pursuit, he must make a test against his unit’s Ld. This is made as the pursuers move away during their turn. Test as described for Not Wishing to Pursue.
If successfully halted, the unit must spend its following turn stationary – except that models can turn to face any direction and stragglers beyond the 2" distance can be regrouped.

LEAVING THE TABLE

Pursuers who pursue a routing unit off the table may come back at the same place in any of their subsequent turns providing the controlling player rolls a 4, 5 or 6 on a D6.
If a unit has been unintentionally split (see page 16), any portion not containing a leader suffers a –1 Ld penalty for the purposes of rallying. Any single model, either a solitary survivor or a model more than 2" from another in its unit, suffers a –2 Ld penalty for purposes of rallying.

PURSUERS

If a unit wins a round of hand-to-hand combat and all of its opponents rout, that unit must normally pursue. Pursuit represents the sudden loss of control and unit co-ordination that occurs as an enemy takes flight. It is a mixture of impulse, enthusiasm and sheer battle-fury. A unit will not pursue routers whilst it is still fighting other unrouted enemy.

MOVING PURSUERS

As the routing unit routs 4" out of hand-to-hand combat the pursuing unit will follow. Even models from the unit not taking part in the close combat round will become caught up in the pursuit. Pursuers are immediately moved 4". Troops whose charge move is less than 4" never pursue, they will remain stationary for the remainder of the turn instead.

Pursuers who are still in contact with routers during the next, or subsequent, turns, will strike blows during the hand-to-hand combat part of the turn as normal. Routers cannot fight back, and their WS counts as 1.

During their next turn routers will move away at double their normal movement rate. If the pursuers’ own double-rate move is sufficient stay in contact they may continue the pursuit. See Not Wishing to Pursue below. Even though it is the router’s turn, the pursuers must follow them, remaining in physical contact at all times.

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RESERVES

The reserve part of the turn allows uncommitted models to be moved and repositioned. This represents the bringing up of fresh bodies of troops, and introduces the concept of keeping tactical reserves. A reserve move can be thought of as a dash or headlong advance. It is additional movement that may be made if the coast is clear.
Although included here in the main body of the rules, the GM may wish to dispense with the reserve rules in some situations. You may wish to do this to begin with in any case, only introducing the reserve move once players and GM are familiar with the rules for movement, shooting and hand-to-hand combat. In small games there is little to be gained from using the reserve movement rules, and they may be ignored.

UNCOMITTED TROOPS

Uncommitted troops are those to which all the following apply:

1. The model belongs to a unit with no members within 4" of any enemy.
2. The model did not shoot in the shooting part of the turn.
3. The model is not already in/behind cover.
4. The model is not hiding.

These count as reserves and may move during the reserve part of their turn, they make this extra move even if they have already moved during movement. This is called a reserve move.

Models already in cover may not reserve move, but models may move into cover, including into woods, during their reserve move. They may not claim to be hiding, however, as their sudden turn of speed does not leave them enough time to get their heads down.

A unit reserve moving may not approach any closer than 4" to any enemy troops, may not charges and cannot enter hand-to-hand combat.

The following examples illustrate which units may reserve move and which may not.

ROUTING TROOPS

Routing troops may not reserve move. Their normal movement takes into account their extra speed,and so they do not get this additional movement as well.

Routing troops have a disturbing influence over units who see them. Because of this, any unit that is within 4" of routers, whether from their own or their opponent’s side, may not reserve move.

THE RESERVE MOVE

A reserve move takes place exactly like ordinary movement. The move allowances and movement penalties all remain the same. Models may reserve move up to their normal movement allowance, subject to the usual penalties. A unit may move less than its full allowance or not at all if the player wishes, unless it is subject to a compulsory reaction, such as hatred (see page 35).

RESERVE MOVE PSYCHOLOGY

Psychology tests (see page 35) made earlier in the turn hold over for the reserve move. So a unit subject to hatred during normal movement will be subject to the same reaction during the reserve move.

If troops become exposed to a new psychological threat during the reserve move, test immediately.

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PSYCHOLOGY

It is not always possible to rely on troops to do exactly what is desired of them. Fear, hatred, racial motivation or just the instinct for self-preservation will sometimes dictate their actions. At other times they will suffer from psychological attacks which make them do things which are totally out of character.

This is simulated by the confusion, fear, frenzy and hatred rules. Some races suffer more than others from these effects, as discussed in the racial descriptions of the major races from page 130 onwards.

Although included here in the main body of the rules, the GM may wish to dispense with the psychology rules in some situations. You may wish to do this during your initial games and then introduce psychology once players and GM are familiar with the rules for movement, shooting and hand-to-hand combat.

SEQUENCE FOR TESTING

Sometimes several of the psychological rules might potentially apply at once. In this case test in the following sequence.

1. Confusion
2. Frenzy
3. Fear
4. Hatred

TEST ON COOL

Tests are based on the cool (Cl) characteristics of the troops. It is usual to test all of the potentially affected models in a unit at once. Roll one set of dice. The result applied to all potentially affected models.

If the unit has a leader, test on the Cl of the leader (an individual hero character can always act as a leader of a unit he is with). If the unit has no leader (i.e. – the normal leader is dead, or it is a split unit) then test on the Cl of the troop. If the models have different Cl values test on the lowest.

MAKING THE TEST

1. Roll 2D6
2. If the score is equal to or less than the troops Cl, the test is passed and no effects are suffered.
If the score is more than the troops’ Cl, the test is failed and the unit is affected as described below.

Confusion represents muddle-headedness, mild delusion or intoxication, physical feebleness and general incompetence. Some gases cause confusion; some creatures have hypnotic powers which cause confusion.

Make the test when models are fired on by a weapon or creature with a confusion attack. A creature which is confused in one turn must automatically test for confusion at the beginning of its next turn. So, it is posible for a model to be confused for many turns from a single attack.

The following effects last until those affected can make a successful test:

A -1 to hit with all shooting.
B -1 to hit in hand-to-hand combat.
C May use no psychic powers.
D Movement allowance is halved.
E The unit may not be split.
F The unit ignores all further psychology tests whilst confused.

Frenzy. Some races are unusually violent, hot-tempered and uncontrollable. They are capable of going into a frenzy, a whirling dance of death and destruction that is almost unstoppable. Even humans are capable of this – although special drugs or training are necessary to achieve it.

Models which are affected by frenzy must test whenever enemy approach to within 15", or at the beginning of their turn if enemy are already within 15". Frenzy lasts until the beginning of the player’s next turn unless troops are in hand-to-hand combat (see f below). So long as enemy remain within 15", the unit will have to continue testing each turn.

As soon as troops become frenzied they obey the following rules:

A +2 to hit in hand-to-hand combat.
B The unit must move at double pace towards the nearest enemy, and charge any enemy within reach.
C The unit must always follow-up in hand-to-hand combat (even if defending a prepared position).
D The unit ignores all rout tests. Troops cannot be routed whilst frenzied.
E Troops in frenzy ignore all further psychology tests.
F Once in combat the unit remains frenzied automatically, so long as at least one model is in base-to-base contact with an enemy unit.

It is not in my mind to ask questions that cannot be answered. That is the soul standing on the crossroad of vacillation. You search for wisdom, but achieve only a stasis of will.

Fear. The appearance and reputation of some creatures can seriously unnerve other races. Some weapons have a similar effect Some races fear only other specific races, or weapons, as discussed in detail in the appropriate sections.

A fear test is usually made for whole units at a time. Test when a unit wishes to charge something that it fears, or when it is charged or attacked by anything that it fears.

A unit failing a fear test is subject to these rules:

A If attempting to charge, the unit may not do so but must halt instead.
B If charged by something that it fears, the unit is routed automatically. There is no need to take an rout test.
C If attacked by weapons that it fears, the unit must take an immediate rout test and honor the result.

Hatred covers all forms of inter-racial animosity, traditional rivalry and innate aggression. Some creatures hate everything, while many races bear long-standing grudges against others. Races subject to hatred are detailed in the racial descriptions.

Test whenever hated enemy appear in sight, or at the beginning of your turn if already in sight. As with fear, the test is usually made for the whole unit at once.

Units which fail their test must abide by the following rules:

A The unit must move at full normal rate towards their hated enemies. Troops behind fortifications or prepared defenses may instead remain halted, but they may not retreat.
B Troops must charge any hated enemy within charge reach. Troops behind fortifications or prepared defenses may instead remain halted but they may not retreat.
C So long as the unit is subject to a hatred reaction it cannot be routed by hated enemy. No rout test is made so long as the unit is in hand-to-hand combat against a hated enemy.

Fortifications include all forms of prepared defenses, such as barricades, trenches and bunkers. It also includes any linear obstacle, building or vehicle which gives cover.

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BUILDINGS

Buildings and other constructions are an important part of the game for several reasons. Not least of these is that they provide cover for troops, inviting many variations of ambush, assault and in-depth defense. Equally important is their appearance. Buildings help to make the game look more interesting, challenging and ultimately more enjoyable for the GM and players.

Constructions need not be simply houses, or even industrial complexes such as oil refineries and mines. Constructions might be bunkers, built for defense; ancient tombs, the remnants of a dead civilization; or vehicles so vast that an individual can move around inside as if it were a building.

There are two different ways of dealing with buildings in the game. These are by mapping and by section.

MAPPING

This is the most time consuming and complex of the two methods, but it is both more realistic and amore rewarding. Before the game, the GM draws detailed maps of the building/s, including features such as doors, stairs, windows and all internal fittings.

As models enter buildings, the GM describes where they are inside, what they can see and other details he thinks relevant. The GM then plots the position of the models as they move through the building. The players do not see the map at any time, but can make rough plans from the GM’s description.

If close combat or shooting occurs within the building, it is best to move the action onto a side table. The interior of the building can be improvised or imaged, while the relative positions of the antagonists are indicated by the models themselves.

SECTION

This method is quicker and easier than mapping and is more appropriate for larger games, in which buildings are not the main focus of the action.

Each building on the table is divided into one or more sections. A section corresponds to a single level, approximately 4x4" in area. Most small buildings can be considered to be 1 section per level. A building with more than 2 sections on the ground floor would be comparatively rare. Before the game, the GM must decide and not down how many sections each construction has.

During their turn, models may be moved from any section to another adjoining it. If their way is blocked by interposing locked doors, or other barriers, these must be dealt with first. Usually this will cause a delay of 1 turn.

A unit occupying a building must remain coherent. Models may be placed in adjacent building sections, but the occupied sections must form a coherent link. There must be no unoccupied sections separating the unit; if this happens the player must rectify the situation in his following turn, or else the unit is considered split.

HAND-TO-HAND COMBAT WITHIN BUILDINGS

These rules deal with hand-to-hand combat and special situations when using the section method described above. This is the normal approach to buildings in all but the smallest ‘skirmish’ type of games.

Models may charge into a house in order to attack enemy within: they may do this even if they are not sure there are enemy inside. The defenders count as being behind hard cover, as they have the advantage of protection offered by windows, doors, furniture, etc. All enemies within the same section are assumed to be in close combat.

If the defenders win the first round of hand-to-hand combat the attackers are pushed out of the house. The defenders may follow-up, but do not have to. If the attackers win the first round of hand-to-hand combat they have forced their way inside the building, and the defenders lose the advantage of cover in subsequent rounds of hand-to-hand combat.

Normal hand-to-hand combat rules apply. Shooting from section to section is not normally allowed, it being assumed doors and walls block the line of sight. Grenades, however, can be thrown from one section to an adjacent one.

AREA WEAPONS WITHIN BUILDINGS

Any area weapon fired into a building section automatically causes a hit on all models, equipment, etc. within the section. This is due to the effects of an explosion in a confined space. When firing or throwing from outside through a small opening, such as a door or window, the firer should roll for deviation as appropriate, and then roll once to hit, to determine whether the shot/throw actually goes through the gap. If successful 1 automatic hit is scored on every occupant of the section. If a model is throwing a grenade through a window, but is so close that it obviously wouldn’t miss, then there is no need to roll for deviation or to hit – success is assumed. This applies to troops within buildings throwing grenades from one section to an adjoining one.

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BUILDINGS AND DAMAGE

Buildings take on many different forms, but the types described below are common throughout the universe. All buildings have a toughness rating and a damage rating. The damage rating is similar to the wounds characteristic of creatures, it represents how many points of damage a single section of that building can take before it collapses.

Mud/straw huts, light wooded and tin shacks, primitive but inexpensive. Toughness 7, Damage 2 per section.

Plexi-shelter. A one-man, self-supporting habitation unit, made of tough plastic. Used by the military and exploration teams worldwide. Toughness 8, Damage 3 per section.

Timber/stone/concrete building. Cozy and old fashioned. Toughness 8, Damage 5 per section.

Stone/concrete tower or emplacement. A building constructed to stand up tot he ravages of time, weather and invading aliens. Toughness 8, Damage 10 or more per section.

Free-standing brick/stone/concrete wall. Each 4" length of such a wall has Toughness 8 and Damage 5.

Wooden or improvised barricade. As favored by the citizens of Paris (Paris 477 otherwise known as Barricade Planet.) Each 4" length of such a barricade has Toughness 6 and Damage 5.

SAVING THROWS

Brick, stone, concrete and comparable synthetic structures have a basic saving roll of a 5 or 6 against damage suffered.

WALL SECTIONS

Each 4" length of free-standing wall is a separate section. All walls which are not structurally part of a building are free-standing, although they may butt onto a building, or form part of an open enclosure – such as a field boundary or cattle pen.

COLLAPSE OF BUILDINGS

A building/section which loses all of its damage will collapse. Models inside or on top of a collapsing section may attempt a normal save for any armor they are wearing, but if this fails they are killed, no matter how many wounds they have. Vehicles inside buildings receive a D10 strength hit – causing D6 wound damage id successful. Vehicles will be trapped in debris on a D6 roll of a 6.

HACKING THROUGH WALLS

If troops are appropriately equipped they can force their way through interior walls, spacecraft bulkheads, roofs, floors, etc. Hits are automatic. Any single successful damaging blow on a wall area creates a hole big enough to allow the passage of one human sized creature per turn. This does not count as damage tot he building itself.

Toughness of walls is as follows:

Surace type Toughness
Solid timber wall 8
Plexi-glass 8 Used in plexi-shelters
Light wooden 6
Sheet steel 7
Corrugated iron 7
Most flooring 7 Wooden, sheet steel or synthetic
Light flooring 6 Reeds or matting over wooded frame
Wattle and daub 6
Thatch 6

DOORS

Bolting, locking, opening or closing a door, or any combination of two of these, reduces a model's move distance by half. Any combination of three or four of these reduces movement to zero. More is not possible.

Only so many models can pass through 2 door during a turn. As a rough guide, allow 4 models to pass through a normal sized door per turn if their move is 3½" or more. Models moving 2½-3½" allow 3,1½-2½ allow 2, any slower allow 1. If a door is locked, or bolted from the other side, it will have to be broken down.

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All doors have a toughness of 6, and a variable number damage points depending on their sire and construction. The GM is at liberty to invent doors which are tougher or which have more damage.

¨Door Damage
Solid timber wall 4
Plastic 2
Toughened glass 2
Light wooden door 1 Used in domestic Interiors
Light steel 3 Used in industrial Interiors, vehicle hatches and spacecraft
Heavy steel 5 Main doors to banks, spacecraft air locks and public buildings
Toughened steel 10 vaults, military shelters

FIRING FROM BUILDINGS

Troops firing from buildings count as being behind cover. Troops firing from rooftops are behind cover to troops on the ground, but not to flying troops or models on a higher building level. The GM must use his discretion when allowing firing from windows.

VEHICLES

There are no specific model vehicles available for the Warhammer 40,000 game at the time of writing. Citadel plan to release a number of small vehicles, including jet-cycles. Large vehicles are almost impossible to manufacture as white metal kits, and, in any case, the cost would be prohibitive.

However, there are a vast number of plastic kits on the market that fill our needs superbly not only is there a tremendous variety of types available, but they are also fairly cheap. At the time of writing kits for vehicles, giant robots and spacecraft are easily obtainable, although many of the more useful ones are becoming hard to find. It is impossible to say for how long specific models are going to be available, but there will doubtless be new ranges to replace old ones, and the market will probably continue to supply us with usable and attractive vehicles.

The rules for vehicles are designed so that almost every type is covered. However, finding models to represent specific types may prove tricky, and it is a good idea to keep your eyes peeled for potentially useful kits. With a little imaginative remodelling, initially unsuitable- looking models can be turned into presentable and original vehicles.

VEHICLE PROFILES

Every kind of vehicle has a vehicle profile. This determines how it moves, how many crew it has, and what equipment it carries.

Max speed

Acc/dec

Max speed

Min speed

Acc/dec

TRR

Cp

T

D

Sv

Eq

W

 

 

 

 

 

 

 

 

 

 

 

 

Land Max Speed. This represents the fastest move possible to the vehicle without running the risk of losing control. A vehicle may be driven at speeds of twice the maximum indicated, but to do so would be dangerous.

Land Acc/dec. This indicates the amount by which a vehicle can accelerate each turn. A vehicle can decelerate at twice this rate. So, for example, a vehicle which has an acc/dec of 6 can increase its speed by 6" or slowdown by 12".

Air Max speed. This represents a vehicle's maximum flight speed. As with land movement the vehicle may be driven up to twice as fast but this is risky.

Air Minimum Speed. Some flying vehicles are capable of hovering mid-air, but most are not. The speed indicated is the slowest a vehicle can travel without falling out of the sky

Air Acc/dec. This is the same as for land movement.

Turn Radius Ratio (TRR). A non-hovering vehicle turns by wheeling rather than by making precise angular turns. The radius of the wheel always equals the forward speed of the vehicle in inches multiplied by the turn radius ratio. The distance travelled by the vehicle is measured along the inside of the curve.

Capacity (Cp). This is the maximum number of human sized models that can be carried by the vehicle, including driver and any other crew.

Toughness (T). As with creatures and buildings, vehicles have a toughness used to determine whether they suffer damage.

Damage (D). Also as with creatures and buildings, vehicles can only take a finite amount of damage before they are destroyed.

Save (Sv). Most vehicles are made from a fairly resilient material many are armoured To reflect this, most vehicles have a saving throw against damage.

Equipment (Eq). This column indicates the capacity of the vehicle to carry equipment. It is given as a number, which is the maximum number of points of equipment which can be carried. Most items of equipment generally count as 1 point - but large and bulky items are worth more. Examples of these can be found in the Equipment section.

Weapons (W). This indicates the capacity of the vehicle to mount weapons. It is given as a number: this is the number of basic type weapons that can be installed. One heavy weapon can be installed for every 2 points, and a single very heavy weapon can be installed for 6 points. For example, a vehicle with 3 weapon points might have a lasgun (basic weapon) and a las-cannon (heavy weapon). The actual combination of weapons can and does vary tremendously A random generation chart in the Equipment section provides you with a way of establishing the armament for vehicles.

MOVING

Vehicles may be moved only during the movement part of the turn. Vehicles are never moved during the reserve part of the turn. This is to reflect their lack of precise mobility compared to the average foot- trooper.
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BOARDING AND LEAVING VEHICLES

Models may be embarked or removed from a vehicle at any point during its move. This does not reduce the vehicle's move, but it does reduce the troopers' move bya half.

If a vehicle is moving faster than 10" during a turn, then it is dangerous to leave or enter Models attempting to do so suffer an automatic hit (no saving throw) with a strength equivalent to the speed of the vehicle minus 10.

The number of models which can leave/enter a vehicle during the turn depends on doors and hatches which are treated in the same way as doors on buildings. The chart below summarises this.

Move of troops

3½ or more

2½ or more

1½ or more

Less than 1½

Number that can leave/exit

4

3

2

1

This chart assumes a normal door, which one man-sized creature can comfortably move through at a time. The GM can adjust for larger or smaller doors at his discretion.

Open-topped vehicles do not restrict the number of troops who can leave/exit.

DRIVERS

Vehicles must be driven, and a driver requires to use at least one hand to control a vehicle. This leaves one hand free for a pistol shot, or to throw a grenade. A character who is driving and shooting in this way counts as using both hands and suffers the-1 to hit penalty

BUILT-IN WEAPONS

Forward firing built-in weapons can be fired by the driver. Both of his hands will then be occupied throughout the turn (one to drive and one to fire weapons): otherwise, there is no penalty. Any built-in weapons can instead be fired by an additional crewmember.

FIRING FROM VEHICLES

Troops can fire from open-topped vehicles or through weapon ports or hatches on closed vehicles. All firing from a moving vehicle is restricted to short range only, including the throwing of grenades. However the firing can be assumed to take place at any time, and from any point during the vehicle's move.

HITS ON VEHICLES

Vehicles can be shot at in the same way as other targets. Note the 'whit' modifiers for size and speed. Exposed crew members of open- topped vehicles can be targetted and shot at within short range if the firer prefers. At long range, shots will randomly hit either the vehicle or exposed crew members. Shots at enclosed vehicles always hit the vehicle itself - never the crew inside.

As with creatures, vehicles which are hit will suffer damage depending on theft toughness and any saving rolls. As vehicles have lots of damage points they can usually take several hits before their damage is used up. A vehicle with no damage left is destroyed and all weaponry and other equipment will cease to function. Crew members are automatically killed unless they can make their basic saving throw on a 06. Some vehicles have ejector seats - and this entitles crew to an ejector seat saving roll (see Equipment).

If a vehicle sustains damage during the turn, there is a chance that some special damage effect might occur. Roll a 06 - a score of 6 indicates a problem of some kind has occurred. To find out what has happened roll a D10 and consult the special damage effects chart. if the vehicle receives more than one damage point during the turn, just make one D6 roll to see if special damage has occurred, and one D10 roll to determine what that damage is. However, for each damage point above 1 add +1 to both the 06 and D10 rolls. So, a vehicle, which suffers 4 damage points, adds +3 to both dice, and would therefore suffer special damage on the D6 roll of a 3 or more. It follows that a vehicle suffering 6 or more damage points at one time automatically suffers special damage. This rule can easily be recalled if you remember that the number of damage points represents the chance on a 06 of suffering special damage - ie, 3 damage is 3 in 6,1 is 1 in 6.

Note that although a vehicle may have a vast number of damage points, it is possible to destroy a vehicle by special damage effects. Also, because of the D6 and D10 modifiers for high damage, any vehicle taking 6 points of damage in a turn will always suffer a special effect, and any vehicle taking 12 damage points in a turn will always be destroyed.

SPECIAL DAMAGE EFFETCS

Dice roll

Effect

 

1-2

Auxiliary Power

If the vehicle has turrets of any kind one has jammed solid and cannot be used. If the vehicle has no turrets see 3-4 below.

3-4

Temporary Loss of Control

The vehicle goes out of control for the next turn only.

5-6

Power Loss

Halve move allowance and acc/dec rates. This can have cumulative effects.

7

Mechanical Jam

Whatever action was made last turn (moving, firing or whatever) It will keep on happening from now on. Weapons firing on automatic continue to fire in the same direction. If the vehicle Is moving it continues In the same direction at the same speed.

8

Weapons Loss

1 built-in weapon system is destroyed - roll randomly.

9

Systems Failure

Everything stops! Automatic systems lock, the vehicle moves D6" directly forward and grinds to a halt.

10

Control Loss

The vehicle goes out of control from next turn onwards.

11

Smell of Burning

The vehicle experiences a systems failure (see 9). The player rolls a D6 at the beginning of his subsequent turns. If a 6 is scored the vehicle will explode as 12 below.

12+

BANG!

Vehicle explodes, slaying any crew members who fail to make their basic saving throw (or eject). Saved models may be placed anywhere next to the vehicle and may move in their next turn.

MOVING OUT OF CONTROL

For each vehicle moving out of control, roll at the beginning of the turn to determine speed and direction changes during movement. The player has no control whatsoever over the path or speed. Roll to
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determine speed using two D10s, one standing for acceleration, the other for deceleration. The combined result gives the overall increase or decrease in the vehicle's speed compared to the previous turn. For example, if the speed last turn was 14", and the acceleration dice scores 3 and the deceleration dice scores 8, then the vehicle slows down to 14-5 = 9" this turn. An 'out of control' vehicle which decelerates to a halt remains halted so long as it remains out of control.

Direction is determined using a D6. Vehicles either go straight ahead or turn with a radius equal to their speed in inches.

1-2 Turn to the left.
3-4 Turn to the right.
5-6 Go straight ahead.

Vehicles moving out of control should be moved before other models. and damage from collisions worked out immediately.

A vehicle colliding with another vehicle or a solid object will go out of control for the duration of its following turn (unless destroyed/immobilised by resulting damage).

TRAVELLING OVER MAXIMUM SPEED

A vehicle attempting to travel over its maximum speed will go out of control for the duration of its following turn on the D6 score of a 6. if turning, this is increased to a 5 or 6, if out of control in the previous turn it is increased to 4, 5 or 6.

COLLISION

If two vehicles collide, the damage suffered by each equals D4 points per 5" (or part) of the combined speed. plus the opposing vehicle's toughness minus its own toughness.

A vehicle hitting a scenic feature, such as a wall, hedge, building or boulder, receives D4 damage points for each 5" (or part) that it moved plus the object's toughness minus the vehicle's toughness. The feature receives D4 damage for each 5" (or part) moved by the vehicle plus the vehicle's toughness. minus the object's toughness. Rocks and similar solid objects can be assumed to have a roughness of 10.

If a vehicle hits a creature it receives D4 damage points for each 5" (or part) that it moved plus the creature's toughness minus the vehicle's toughness. The creature receives 04 damage for each 5" (or part) moved by the vehicle plus the vehicle's toughness, minus the creature's toughness.

AUTO-SYSTEMS

Most vehicles incorporate robotic systems that arc capable of performing one or more tasks normally accomplished by driver or crew. The effect of these is simply to remove the need for an associated crewman. The following systems are available.

Auto-drive. The vehicle will drive itself according to a verbal instruction. Auto-drives are sophisticated, intelligent computers, and will avoid danger, take evasive action and otherwise behave in a manner comparable to a living driver.

Auto-aim. An auto-aim unit can fire and contol one mounted weapon. It is activated verbally, and will select appropriate targets as instructed.

Auto-fac. This unit provides automatic facilities such as opening doors, hatches and operating other equipment.

All auto-units can relay information via telescreens or verbally and are sufficiently discriminating to ask for information, or alert the crew in the event of a malfunction or possible danger They can be thought of as small robotic devices with a degree of sentience, nut limited spheres of interest. Auto-units can speak to crew members and each other, and may even possess a built in 'friendly' personality. This is especially tine of units built for civilian vehicles, whose auto-units emit constant pleas to, 'please fasten your safety belt' and, 'have a nice day'.

The standard abbreviations for each type are Ad, Aa and Af respectively.

DREADNOUGHT SUITS

Many of the types of armour described in the Equipment section offer almost complete immunity - - at least from the common weapons. However, there is one kind of armour which is even more powerful than any of these - the dreadnought suit (also known as battle suits, battle armour. mech suits and mech armour). These suits are quite literally one-man tanks , and it would, perhaps, be better to think of then, as small, mobile vehicles rather than as normal armour. A man (or other creature) wearing a dreadnought suit is a force to be reckoned with; quite capable of taking on twenty times his own number of ordinary troops.

Dreadnought suits usually stand between 3 and 4 metres tall. It is possible to manufacture even larger suits, but it is doubtful whether the gain in physical aura compensates for the inevitable loss in mobility. The wearer, or pilot, sits in an enclosed cockpit - usually contained in the mid-section of the suit, His arms and legs do not fit into the robotic limbs themselves. instead, the pilot crouches in a foetal position, suspended in a protective amniotic jelly. Information from tile suit's sensors (vision, sound. touch, etc) is fed directly into his consciouness by means of a spinal link. Impulses from the pilot are translated instantly into bio-mechanical instructions that move the suit's limbs, fire the weapons, etc. To the pilot, the suit feels and behaves just as if it were his own body, even though his real body remains inactive and senseless. The suit and pilot exist in a complete symbiosis that cannot easily be broken - once accustomed to the suit's functions and senses it is very hard for a pilot to readapt to normal life. Trying to do so often causes severe mental damage, represented by a reduction of D4-1 points from one randomly determined personal characteristic every time tile suit is removed.

PROFILES FOR DREADNOUGHT SUITS

Because of the unique nature of these suits, they have their own profile - the only change is that wounds are replaced by damage points as we are dealing with a machine rather than a creature. Profiles vary a great deal, as there are many different types of suit, and even examples of the same type may differ in many respects. One of the resons for this is that systems are extremely complex and never absolutely reliable. Suits often contain salvaged parts from other suits, improvised repairs or field modifications. The Equipment section gives a random generation system so you can design your own dreadnoughts. A typical dreadnought suit is Imperial Battle Armour.

M WS BS S T W I A Ld Int Cl WP
6 6 6 6 6 6 6 3 As pilot
Saving throw 3, 4, 5 or 6
Technical level 8
Weapons 4 points
Equipment 4 points

The number of weapons carried and the types of equipment are described in the same way as for vehicles. The suit described above can carry 4 basic weapons, 2 heavy weapons or 1 heavy and 2 basic.

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THE EFFECT OF DAMAGE ON DREADNOUGHT SUITS

Once all of the suit's damage points are gone it is considered destroyed. The pilot is dead unless he can make his ejector seat saving roll, assuming he has one (see Equipment for details).

As with vehicles, a dreadnought suit may suffer special damage effects. In any turn that the suit suffers one or more damage points roll a D6. A score of 6 indicates that something has malfunctioned. Roll a D10 and consult the chart to determine what has gone wrong. As with vehicles, if the suit suffers more than 1 damage point during the turn add +1 to the D6 and D10 dice for each additional point.

Dice Roll Effects  
1-2 Right/Left arm The power for 1 entire arm fails, losing any in-built weaponry and the ability to use that arm (determine which arm is affected randomly).
3-4 Loss of coordination Subtract 1 from all to hit dice. From coordination now on, the move rate is randomised, roll a D6 to determine the number of inches the model must be moved.
5-6 Power loss Halve the model's move allowance. Subtract 1 for all to hit dice. Subtract D4 from the suit initiative as the suit slows down.
7 Mechanical jam Whatever action took place this turn, moving, firing, etc, must continue from now on. Weapons continue to fire in the same target. movement continues in the saute direction at the same speed, etc.
8 Weapon loss 1 (random) in-built weapon system is destroyed. The pilot becomes confused (see Psychology - no need to roll, the effect happens automatically).
9 Systems failure Everything stops! auto-systems lock and the suit grinds to an immediate halt.
10 Control loss The suit goes berserk, moving out of control, tiring and moving in an amusing manner randomly determined by the GM.
11 Smell of burning The suit suffers a systems failure as Burning for 9, the inside fills with smoke, whilst sparks fly and flames gush from the casing. Roll a D6 at the beginning of each turn from now on. On the roll of a 6 the suit explodes as described below.
12+ BANG! The suit explodes killing the pilotunless he can make his basic saving throw or use his ejector seat if he has one. Saved models can be placed anywhere next to the wrecked suit.

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41