These new rules are intended to make vehicles more effective on the battlefield. Their survivability has been increased by the common use of power fields and power field synchronisers adapted from the Dreadnought rules. In addition, they can now carry far more equipment and weaponry, putting them on a new plane of effectiveness. Although I anticipate most players welcoming these changes, they are by no means compulsory. Players may opt to use only sections of the new rules, depending on the scale of battle being fought.
A vehicle with a move of, for instance, 10" can turn either left or right throughout any portion of its movement. For example, it could move straight ahead 3", turn left through 3", move straight ahead a further 2" and turn right 2". The total distance moved is 10". Any combination of turns and straight movement is permitted, so long as the total equals the vehicle’s movement distance. Players are recommended to stick to whole inches.
When moving forward simply measure directly to the vehicles front. To make a turn to the left or right, move the vehicle so that its path describes an arc.
The vehicle makes a turn to the left or right.

Most vehicles move along an arc that has a radius equal to their total movement that phase.
For example, a vehicle moving 10" travels along an arc with a radius of 10".

To measure this arc, use a tape measure. Extend it to the required length and place it at
right angles to the vehicle’s front.

Now pivot the tape describing the arc, swivelling the end of the tape to the place where you
want the turn to end.

Now move the vehicle into position.

Now measure to the original position and adjust the vehicle back or forward if required.
Don’t worry about measuring exactly along the arc as it is easy to get a reasonably accurate
measurement, which is good enough for our purposes.

Some vehicles have a turn radius of either ½, 2 or 3. This means that the radius of the arc equals not the total movement that phase, but the total movement multiplied by the TRR. Most vehicles however, have a TRR of 1 and turn exactly as described above.
The system accurately represents the manner in which vehicles turn, linking speed directly to their ability to corner. A slow-moving vehicle can turn a very tight corner; a vehicle travelling fast will inevitably describe a larger turning arc. Any vehicle is allowed to use an arc greater than its current movement if the player wishes. Vehicles with a TRR of ½ (such as bikes) are very nimble, and can turn tightly whilst travelling at considerable speed. Other vehicles are cumbersome, and have a TRR that reflects their lack of maneuverability.
Moving Backwards Restrict the maximum speed so that it is the same as the vehicle’s acc/dec.
COLLISIONS AGAINST CREATURES
The existing rules make it rather too easy to suffer damage when attempting to run down
fleeing Gretchin and other unfortunates with large, heavy vehicles. To rectify this,
vehicles never suffer damage as a result of hitting a normal creature if the
vehicle’s toughness is two or more greater than the creature’s toughness.
Otherwise the rules on page 40 of Warhammer 40,000 apply.
EQUIPMENT STOWAGE The current stowage rules allow little equipment to be carried. As we shall be introducing new equipment, this figure (Eq) should be doubled for all vehicles and random generation statistics in WH40K: note - we have already incorporated this change in the Rhino’s statistics. For example, a standard, heavy tracked vehicle now has 12 points of equipment rather than 6, and a randomly generated tracked vehicle will have 2D6 points of equipment rather than D6.
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WEAPON POINTS |
||||||||||||||||||||||||
|
D6 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10* |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
|
1 |
1b |
2b |
3b |
4b |
5b |
6b |
7b |
8b |
9b |
10b |
11b |
12b |
13b |
14b |
15b |
16b |
17b |
18b |
19b |
20b |
21b |
22b |
23b |
24b |
|
2 |
1b |
2b |
1b1h |
2b1h |
3b1h |
4b1h |
3b2h |
4b2h |
3b3h |
4b3h |
3b4h |
4b4h |
3b5h |
4b5h |
3b6h |
4b6h |
3b7h |
4b7h |
3b8h |
4b8h |
3b9h |
4b9h |
3b10h |
4b10h |
|
3 |
1b |
2b |
1b1h |
2b1h |
1b2h |
2b2h |
1b3h |
2b3h |
1b4h |
2b4h |
1b5h |
2b5h |
1b6h |
2b6h |
1b7h |
2b7h |
1b8h |
2b8h |
1b9h |
2b9h |
1b10h |
2b10h |
1b11h |
2b11h |
|
4 |
1b |
2b |
1b1h |
2h |
1b2h |
3h |
1b3h |
4h |
1b4h |
5h |
1b5h |
6h |
1b6h |
7h |
1b7h |
8h |
1b8h |
9h |
1b9h |
10h |
1b10h |
11h |
1b11h |
12h |
|
5 |
1b |
1h |
1b1h |
2h |
1b2h |
1v |
1b1v |
2b1v |
1b1h1v |
2h1v |
1b2h1v |
3h1v |
1b3h1v |
4h1v |
1b4h1v |
5h1v |
1b5h1v |
6h1v |
1b6h1v |
7h1v |
1b7h1v |
8h1v |
1b8h1v |
9h1v |
|
6 |
1b |
1h |
1b1h |
2h |
1b2h |
1v |
1b1v |
1h1v |
1b1h1v |
2h1v |
1b2h1v |
2v |
1b2v |
1h2v |
1b1h2v |
2h2v |
1b2h2v |
3v |
1b3v |
1h3v |
1b1h3v |
2h3v |
1b2h3v |
4v |
b = basic weapon, h = heavy weapon, v = very heavy weapon. A vehicle with 10 or more weapon points may install a Defense Laser if it generates a very heavy weapon. However, Defense Lasers occupy 10 rather than 6 weapon points, so other weaponry must be subtracted to compensate for this. One way of doing this is to deduct 10 points for the Defense Laser and re-roll any remaining points randomly. No vehicle may have more than 1 Defense Laser.
|
Score (D6) |
Affected System |
|
1 |
OCCUPANTS |
|
2 |
RUNNING GEAR |
|
3 |
STEERING AND BRAKES |
|
4 |
ARMAMENT |
|
5 |
EQUIPMENT |
|
6 |
MISCELLANEOUS |
The new Special Damage Charts have been designed to replace the original damage chart on page 39 of WH40K. The new charts are more detailed and make vehicles on the tabletop more durable. The main rules change is that vehicles reduced to zero damage points are no longer destroyed automatically.
Whenever a vehicle takes damage as a result of a hit, the player should roll a D6. If the vehicle received more than 1 point of damage from the hit, the player should add +1 to the dice score for each additional point of damage sustained. If the resulting score is 6 or more, then the shot has caused special damage. The player should roll another D6 and refer to the Hit Location Table. For example, a vehicle suffers a hit causing 3 points of damage (2 of which are added to the D6 roll). The D6 roll is 4(+ 2) 6; therefore the vehicle suffers special damage. The vehicle player must now roll on the Hit Location Table.
If a vehicle is reduced to zero points of damage, subsequent damage will automatically cause special damage. The player should roll a D6 and refer to the Hit Location Table.
When the system affected by the hit has been identified, the player should roll a D6 and consult the appropriate Special Damage Chart. Players should note down the result of special damage, together with any long-term effects that result. A separate sheet of paper should be used for each vehicle.
OCCUPANTS - SPECIAL DAMAGE
1 DRIVER DISABLED
Driver hit and disabled. A basic saving throw must be rolled or he is slain. The vehicle goes out of control for the duration of the following turn. If the vehicle has an auto-drive re-roll the result.
2 DRIVER HIT
Driver hit and distracted. The vehicle goes Out of control for the duration of the following turn. If the vehicle has an auto-drive re-roll the result.
3 WEAPON OPERATIVE
A weapon operative is caught by the blast and must make his basic saving throw or is killed. The weapon may not fire in its following turn, even if the gunner survives. It several weapons are present, the main one is affected. If there arc several options randomize to determine which operative is hit. If the vehicle’s armament is controlled by auto-fire re-roll this result,
4 SHRAPNEL
Occupants hit by flying shrapnel. D6 randomly determined occupants must make their basic save or are slain.
5 TOXIC FUMES
Vehicle fills with toxic fumes. Any troops not-wearing respirators or other breathing gear must leave the vehicle in their following turn. Any troops failing to evacuate the vehicle are slain on the D6 roll of a 4, 5 or 6. Troops with breathing apparatus are unaffected.
6 EXPLOSION
A massive explosion rakes the vehicle’s interior. Each occupant must make a basic saving throw or is slain instantly.
RUNNING GEAR - SPECIAL DAMAGE
1 LINKAGE SHATTERS
Part of the linkage shatters and the vehicle twists to left or right before coming to a permanent halt. Roll a D6 to determine the track affected, 1-3 left: 4-6 right. Use a clock-face chart with 12 o’clock in the direction of travel to determine the direction the vehicle now faces. Roll a D6 if the right hand track is gone, a D6+6 if the left hand track is gone. If the vehicle is not tracked roll again on this chart.
2 WHEEL BLOWS OUT
A wheel disintegrates in the blast and the vehicle plunges down on its suspension, digging into the ground and grinding to a halt. The vehicle skids forward for D3" and stops. The vehicle ends its skid facing in a random direction 4 this can be established with a D12 and a clock-face chart. If the vehicle is not wheeled roll again on this chart.
3 GRAVITIC MOTOR MALFUNCTION
The blast fractures the main gravitic vacuum chamber sending the motor into an uncontrollable anti-gravitic reaction. The vehicle continues at the same speed and in the same direction, but rises by + 10 height every turn until it is lost forever. If the vehicle is not a hover type roll again on this chart.
4 ENGINE DAMAGED
The engine is badly damaged as a result of the hit. With an embarrassing cough and distinctive plumes of white smoke, the vehicle totters feebly to a crawling pace. Reduce the vehicle’s current speed by 4" per turn until it reaches 4". The vehicle may not accelerate further, and if it decelerates cannot accelerate again, not even to 4".
5 DRIVE TRAIN
The vehicle’s drive train is shattered, sending it out of control next turn before coming to a sudden halt as part of the broken drive spears the body. If it was moving at greater than 10" before stopping, every occupant must make their basic save or suffer 1 wound. The vehicle will not move again.
6 TRACTION
The vehicle’s main traction suddenly fails: wheels blow out; tracks fly off; gravitic reactors implode. The vehicle pivots across the ground, sliding against its broken side and spinning dangerously. The vehicle skids forward for D6" ending by facing a randomly determined direction. Any occupants must make their basic saving roll or are slain. Items of weaponry or equipment are rendered useless on the D6 roil of a 4, 5 or 6.
STEERING & BRAKES - SPECIAL DAMAGE
1 STEERING
The steering system is damaged preventing the vehicle from moving in any direction other than straight ahead. If the vehicle subsequently goes out of control, it will accelerate/decelerate randomly as normal, but will not turn.
2 BRAKING
The braking system is damaged as hydroplastic lines shatter and control systems cease functioning. The vehicle’s maximum rate of deceleration is reduced to 2" per turn, even if the vehicle subsequently goes out of control.
3 STEERING JAM
The steering mechanism jams. The vehicle must now either turn to the (1-3) right or (4-6) left using its standard turning radius ratio.
4 BRAKES JAM
The brakes seize, reducing maximum speed to half and acceleration to 2" per turn.
5 BRAKE AND STEERING FAILURE
Brakes and steering mechanisms are destroyed, sending the vehicle out of control for the remainder of the game
6 SUSPENSION COLLAPSE
With a spectacular crunch the whole suspension mechanism collapses, pitching the nose of the vehicle into the ground and sending the tail cartwheeling over it. If the vehicle is travelling at less than 10" when hit, turn it upside down where it stands. The vehicle is totally destroyed. Occupants failing to make their basic saving throw are killed. If travelling at more than 10", roll 2D6 to determine how far the vehicle cartwheels forward before landing on its roof. Anything within the path of the cartwheeling vehicle takes normal collision damage, but does not stop it or do further damage to the vehicle. Occupants of the tumbling vehicle, who fail their saving throw with a -1 modifier, are slain. All equipment and weaponry is destroyed.
MISCELLANEOUS - SPECIAL DAMAGE
1 ACCELERATOR JAM
The vehicle’s accelerator mechanism jams fast. The vehicle must accelerate by its maximum amount per turn. However, if there is a crewman available, he may attempt to rectify the problem at the beginning of each turn. Roll a D6, if the score is 5 or 6 the crew has freed the accelerator and the vehicle may then accelerate and decelerate as normal. Note that a vehicle may travel over its maximum speed, but is then subject to potential control loss.
2 ROLL
The shot throws the vehicle to one side, turning it over until it lands on its (1,2,3) side or (4,5,6) back. The vehicle should be moved D6" away from the source of the hit, or in a random direction if this is not appropriate. Any model in the rolling vehicle’s path is collided with as normal. Occupants who fail to make their basic save are slain. Each weapon or item of equipment on the vehicle is rendered inoperative on the D6 roll of a 4, 5 or 6.
3 FUEL
The vehicle’s fuel or power supply is ruptured and explodes. The vehicle immediately bursts into flames and goes out of control. The vehicle will explode at the end of any of its moves on the D6 score of 6. Any occupants must make their basic saving throw each turn or be killed.
4 TURRET
The turret is knocked out, destroying any associated weapon and equipment. tf the vehicle has no turret, roll again on this chart.
5 DOORS JAM
All doors on the vehicle (1,2,3) jam shut or (4,5,6) fly open and cannot be closed jammed doors can be opened if there are troops inside. Roll a D6 at the end of each turn, on the score of a 6 the doors are pried open. If doors fly open, D6 randomly determined occupants will be thrown out of the vehicle and may take damage if the vehicle is travelling at greater than 10". If the vehicle is open topped and therefore has no doors (e.g. a land speeder), a sudden jolt throws D6 randomly determined models overboard.
6 AUTO-SYTEMS DESTROYED
All auto-systems go completely haywire, operating in a random manner. These effects cannot be over-ridden by the vehicle’s occupants. Auto-drive causes the vehicle to move out of control. Auto-aim units fire weapons at randomly determined targets. Autofac systems only permit the use of an item of equipment on the D6 role of a 4, 5 or 6 made that turn. Doors may only be used on the D6 role of a 4, 5 or 6 made that turn.
ARMAMENT - SPECIAL DAMAGE
1 WEAPON DESTROYED
1_randomly determined weapon is destroyed.
2 AMMO BLOCKAGE
The ammo feed or power supply to one randomly determined weapon is blocked or severed. The vehicle may fire once more with that weapon, after which the weapon is rendered useless.
3 AMMO JAMMED
The ammo feed or power supply to one randomly determined weapon is jammed or fused. Every time the weapon fired from now on, the player rolls a D6. On the roll of a 6 the weapon explodes, causing D6 points of damage on the vehicle and special damage as appropriate.
4 DISARMED
The vehicle’s main armament is destroyed.
5 WEAPONS HIT
D3 randomly determined weapons are destroyed.
6 AMMO HIT
The vehicle’s central ammo bin or power supply is ruptured open and destroyed. The vehicle may no longer fire its weapons. In addition the vehicle takes D6 points of damage, and automatically takes D3 further special damage effects.
EQUIPMENT - SPECIAL DAMAGE
1 TARGETER
1 randomly determined targeter is destroyed. If the vehicle has no functioning targeter, roll the result on the armament chart.
2 POWER FIELD SYNCHRONIZER
The vehicle’s PFS is destroyed. If the vehicle has no PFS roll again on this chart.
3 POWER FIELD
The vehicle’s PF generator is destroyed. If the vehicle has no PF, roll the result on the miscellaneous chart.
4 CENTRAL CONTROL SYSTEM DAMAGED
The shot damages the vehicle’s control systems. This can have many effects, sending random surges of power rushing through the vehicle’s circuits, melting delicate components, causing explosions, random burnouts and control loss.
To reflect this random and often cataclysmic level of escalating damage, throw each turn. On a 4, 5 or 6 the vehicle takes another random special damage result. The only way to halt this effect is to abandon the vehicle altogether.
5 AUTO-SYSTEMS
Damage to the auto-system control unit destroys all on-board auto-systems instantly including auto-drive, auto-aim and auto-fac. If under auto-drive when hit, the vehicle goes out of control for the duration of the following turn (assuming a crewman can take over) or permanently (if no crew are available to take over).
6 WIPE OUT
Overwhelming damage to the central control system results in every item listed as part of the vehicle’s equipment being rendered instantly unusable. If the vehicle is under auto-drive when hit, see entry 5 above.
Power Fields. Points cost 10 each per 1" radius. Power Fields of 1" radius are assumed to cover the entirety of any small or medium sized vehicle. A large vehicle requires a 2" radius field. Power Fields of larger radii may be fitted, costing 10 pts for each extra 1" radius. A vehicle may carry several different shields, although only one may be active at any time. A Power Field maybe turned on or off at the start of the player’s turn, it may not be turned on or off once the vehicle has been rendered immobile as a result of damage. Once a Power Field is activated a vehicle may not fire weapons through it.
The presence of a Power Field around a vehicle does not affect its movement, nor does it make any difference to the result of a collision with another vehicle. The field is designed in such a way that it flows around obstacles in its path, otherwise the vehicle would be in permanent collision with irregularities in the terrain.
Power Field Synchronizer. Points cost 10 points each. These are valuable devices that allow a Power Field to flick off during the brief moment it takes to fire a weapon. If a vehicle has a Power Field Synchronizer it may fire weapons during its own shooting phase, even though the Power Field is on. However, to represent the chance of an enemy shot sneaking through as the field flicks off, any shot against the vehicle in the enemy’s following turn will penetrate the Power Field on the D6 score of a 5 or 6. This does not destroy the field: the shot simply bypasses it during its split second of inactivity.
In the enemy’s following turn, when weapons are fired against the shielded vehicle, the player must try to guess the phase written down by the other player. Most weapons entitle the player to one guess. If the guess is correct, and the shot hits, the shield is penetrated. If it’s incorrect the shield is hit as normal. Players whose weapons have an area effect are entitled to two guesses to represent the spread of separate impacts at slightly different times. Players with following fire weapons are entitled to one guess the first time they hit, and each succeeding hit adds 1 to the original number guessed. So, if your first guess is 3 the second hit will be 4, a third 5, and so on.
If a shielded vehicle is being fired at by several different attackers, resolve each guess individually but allow the vehicle player to change the nominated phase(s) in between each of his opponent’s guesses. This is a bit unrealistic, because the weapon can only really fire in one phase. However, it prevents the attacker nominating successive phases to his unfair advantage - impossible in the heat of battle.
A vehicle which goes out of control for one turn automatically regains control in the following turn and may move under the full control of the player. The only exception is if the vehicle goes out of control again - either because it exceeds its maximum speed and fails the required dice test, collides with a solid object, or receives another out of control result on the Special Damage Charts.
Shots against open vehicles, including bikes and land-speeders, always stand a chance of hitting exposed crew even if the player doesn’t intend to fire directly at them. Hits against open vehicles and bikes must be randomized between crew (1,2,3) and vehicle (4,5,6). Crewmen sticking their heads out of hatches in enclosed vehicles are never hit randomly - the only way they can be hit is if they are specifically targeted as described above.