WarHammer 40K (Extra) Trial Vehicle Rules
WarHammer 40K (Extra) Trial Vehicle Rules
RU
TRIAL VEHICLE RULES
New rules for using vehicles in Warhammer 40,000
The 3rd, and latest, edition of Warhammer 40,000, was released four years ago and since then we’ve have received endless
feedback from gamers. We recently published the trial Assault rules and this time we present the trial Vehicle rules. These are aimed
primarily at veteran gamers and tournament players. These rules aren’t radically different from those in your rulebook but do allow
vehicles to be used more dynamically and make moving troops in transports more of a risky proposition. We welcome your feedback,
so let us know what you think! The new rules are in italics to make it easier to pick them out.
universe. There are many reasons for arcs of vision, the lack of an enclosed
Designers’ Notes: Throughout these this: It may be to give reconnaissance cabin inevitably means that they, and
trial rules you will see some notes units a good field of vision, to make their vehicle, are more vulnerable to
(like these!) drawing your attention to embarking and disembarking easier, or it incoming fire.
things that have changed and
may simply be impractical to enclose the
explaining the reasons why.
crew. In the case of Imperial Guard FAST VEHICLES
Hopefully, this should help you spot
the differences a bit more easily! artillery vehicles, such as the Basilisk, There is a role in any army for high-
for example, the crew require plenty of speed vehicles. These are usually
space to load and fire the enormous
smaller vehicles which will often be used
WAR MACHINES Earthshaker cannon. This aside, it is
to reconnoitre ahead of an army or
OF THE 41ST MILLENNIUM mostly smaller vehicles that are open-
rapidly deploy heavy weapons systems
topped, such as Ork buggies and trukks.
or infantry squads to critical parts of the
OPEN-TOPPED VEHICLES While crews and embarked troops on battlefield. Some races, such as the
Some vehicles are not fully enclosed, open-topped vehicles have more Eldar, use fast vehicles almost
but expose their crews to a hostile freedom of movement and much better exclusively (Falcons, Vypers, etc)
Warhammer 40,000, and all associated marks, names, races, race insignia, characters, vehicles, locations, illustrations, and images
are either ®, ™, and/or ©, Games Workshop Lts. 2000-2003, variably registered in the UK and other countries around the world.
All rights reserved.
more manoeuvrable and better armed
VEHICLE CHARACTERISTICS than their Imperial counterparts. By
contrast, Orks use crude contraptions
Vehicles have characteristics that define how powerful they are in a similar way
that are almost as dangerous to their
to troops. However, as vehicles do not fight in the same way as creatures of
crews as they are to their enemies!
flesh and blood, their characteristics are different. Vehicle characteristics are as
follows:
WALKERS
On any battlefield, there are places
Type Front Armour Side Armour Rear Armour BS
where conventional vehicles cannot go:
Leman Russ Tank 14 12 10 3 built-up areas, dense forests, narrow
tunnels, and so on. For this reason,
Ballistic Skill. Vehicles have a BS value, just like troops, which represents the many armies use vehicles that are
accuracy of the crew as they blast away at their enemy with the vehicle’s propelled by two, or sometimes more,
weapons. mechanical legs. These vehicles are
usually capable of carrying as many
Armour Value. The Armour value of a vehicle tells you how hard it is to weapon systems as a tank can on a
damage. Weapon hits against vehicles must defeat their Armour value in order significantly smaller and lighter chassis.
to inflict damage. Vehicles generally have different Armour values on their front, They combine the armoured might of a
sides and rear. tank with the manoeuvrability of an
infantryman. In general, these vehicles
Type. Vehicles come in all sorts of different types: some are faster than others have a single crewman. Space Marine
while some are able to fly or walk instead of driving along on wheels or tracks. Dreadnoughts, however, are more than
Any special traits a vehicle has are described by its type. The different types simply a one-man vehicle. They contain
are: Fast, Tank, Open-Topped, Skimmer and Walker. These traits can be the mortally wounded remains of great
combined to define, for example, a Fast Skimmer or an Open-Topped Walker. Space Marine heroes, becoming
mausoleum and war machine all in one.
It is considered the greatest honour for a
enabling them to carry out the lightning heavy grav-tanks such as the Scorpion. Space Marine to be incarcerated into
raids and deep strikes for which they are The Falcon is perhaps the best example one of these ancient machines so that
rightly feared. Most of the fastest of Eldar skimmer technology. It is a large they may continue to serve the Emperor.
vehicles on the battlefield are skimmers, tank that is not only capable of low
such as the Space Marine Land The Eldar Wraithlord on the other hand
altitude flight but can also climb and dive
Speeder, as these avoid terrain almost vertically. Orks, on the other does not have any crew at all. It is
problems which slow down conventional hand, are not sufficiently advanced to ‘piloted’ instead by a spirit stone
craft. However, a few wheeled or tracked fully comprehend anti-grav technology. containing the vital essence of a dead
vehicles are also capable of high Eldar warrior.
speeds, mostly due to either ultra-light TANKS
weight or extremely powerful engines. Because of their manoeuvrability, lighter
These are a commonplace sight on the
walkers are often used as recon
battlefields of the 41st Millennium. For
SKIMMERS an infantryman, a tank is an awesome vehicles. The Imperial Guard Sentinel
While most vehicles travel across the sight as it rolls across the battlefield. It and the Eldar War Walker are both
ground using wheels, tracks or legs, will not only be immune to most of the designed with this role very much in
some advanced machines are fitted with weaponry carried by his squad, but it is mind. Dreadnoughts on the other hand,
anti-gravitic drives that enable them to able to bring to bear enough firepower to especially those created by the Orks,
swoop and hover a few metres above utterly eradicate him and his unit. tend to be used as shock assault
the battlefield. This is not true flight, but vehicles, striding into battle alongside
rather gravitic repulsion in a limited Most races field some kind of heavily
plane. The Space Marine Land Speeder armed and armoured vehicle, whether it their infantry and spearheading assaults.
is the only Imperial vehicle with this be the huge and lumbering Leman Russ
The walker category also includes war
capability as the helio-prismic engines battle tanks of the Imperial Guard or the
sleek and sophisticated grav vehicles of machines that use anti-gravitic engines
are very difficult and expensive to
the Eldar. Tanks are often fitted for multi- such as the Dark Eldar Talos. Although
produce, limiting their issue to only the
Emperor’s elite troops. The Land role capability and this will commonly not literally a walker, the performance of
Speeder is a highly manoeuvrable, light include troop transportation as well as these vehicles mirrors walker
reconnaissance and fast strike craft. It is tank-hunting capability or infantry characteristics more closely than it does
capable of high speeds and can execute support with a deadly arsenal of that of skimmers.
very tight turns but is limited in its weapons.
vertical movement by a climb/dive
Imperial vehicles are often ancient in Designers’ Note: This last
incidence of no more than 35° from the
design, the basic plans having been clarification has been introduced to
horizontal due to inverse flux anomalies
rediscovered thousands of years ago, thwart those players who have tried
which arise beyond this point.
before the Emperor’s ascension. Despite to convince their unfortunate
The only race to have truly mastered the antiquity of their design, their sheer opponents that because a Talos
skimmer technology is the ancient and ruggedness and versatility mean that utilises gravitic technology they need
highly advanced Eldar. They build nearly they remain a match for enemy vehicles. a 6 to hit it in close combat. They
all of their vehicles around sophisticated Alien tanks are very different machines. don’t – the Talos floats rather than
tri-polar phased crystal engines. These Eldar combat vehicles are highly walks but in all important game
are manufactured in all sizes from the advanced; not only do they float above respects it should be treated as a
small and super-light units in jetbikes to the ground using sophisticated anti- walker.
the huge engines that power super- gravity engines, they are also faster,
VEHICLE MOVEMENT TERRAIN EFFECTS
Most vehicles can move up to 12" in the There are many different types of terrain. The following table shows some of the
Movement phase. This is relatively slow, more common types and explains whether they count as difficult ground to
but it represents a cross-country speed vehicles or not.
rather than moving flat out. However,
most vehicles will want to move even TERRAIN EFFECT
more slowly in order to use their Sand or ash dunes Difficult ground
weapons (see later). Most vehicles can
only move in the Movement phase, but Marsh, muddy or
some can move in both the Movement water-logged ground Difficult ground
phase and the Assault phase, just as Scrub, brush, vines or Difficult ground, except to tracked tanks
troops can. thick bracken, which are heavy enough to flatten it as they
dense undergrowth move, and other vehicles moving 6" or less.
Vehicles can turn any number of times
as they move, just like any other model. Steep hillsides Difficult ground. Sheer rock faces are
Vehicles turn by pivoting on the spot, impassable to vehicles.
rather than ‘wheeling’ round. Turns do Dense woodland, jungle Difficult ground
not cost any of the vehicle’s move but
Rubble, ruins, detritus, Difficult ground except to tracked tanks
once the vehicle’s move is finished they
slag heaps, crumbling rock which are moving 6" or less.
can only make turns as described in the
Shooting phase to bring weapons to Buildings Impassable to all but tracked tanks. Even
bear, and then may only do so if they they treat buildings as difficult ground and if
have not moved in the Movement phase. they move more than 6" must treat it as
A vehicle may combine forward and especially hazardous (see Difficult Terrain).
reverse movement in the same turn, Some large buildings may be completely
providing it does not exceed its impassable to vehicles no matter how
maximum move. recklessly they are driven.
Designers’ Notes: These categories have been included to give some idea of how
Designers’ Note: Some players have different terrain types affect vehicles. It would be a bad thing to curb creativity by
been interpreting the Free Turns rule defining exact terrain types, so it is particularly important for players to agree
to allow their transports to make effects before commencing a game. The terrain generators in the Warhammer
further turns after disembarking 40,000 rulebook include many ideas for terrain and provide a good starting point.
troops. The wording has been
tightened up to make sure this
cannot happen. the game, on a 2-6 it can carry on makes a controlled landing and may not
moving. The test is taken when the move again in the game.
vehicle first encounters difficult ground
during its move and will halt the vehicle Walkers
FAST VEHICLES Including vehicles that have legs instead
Some vehicles are notably fast either there if it fails the test. If moving through
terrain deemed especially hazardous, of tracks or wheels, the most common
because of their light construction or
powerful engines – or both! Fast then vehicles are immobilised on a roll walkers are the huge war machines
vehicles can move up to 24" in the of 1-3, rather than merely a 1. called Dreadnoughts. Walkers move like
Movement phase. infantry so they can move up to 6" in the
Roads Movement phase and then charge up to
Vehicles, other than skimmers or 6" in the Assault phase if the enemy are
DIFFICULT TERRAIN walkers, who follow a road for the entire within 6". Difficult terrain affects walkers
Vehicles that move through difficult Movement phase may add 6" to their just as it does infantry. Walkers moving
terrain are not slowed down like infantry maximum speed. They may only do this into, out of or through difficult terrain
– they will either crash through if their move required no Difficult Terrain
successfully or become stuck, bogged have to roll 2D6 and use the highest
tests, if they do not shoot, if they do not result as the maximum distance they
down or something similar. To represent embark or disembark passengers and
this, a vehicle that moves into difficult may move that turn.
they do not perform Tank Shock.
terrain or starts its move in difficult
terrain must take a Difficult Terrain test. Skimmers CARRYING TROOPS
Do this by rolling a D6. On a roll of 1, These are vehicles that hover above
the vehicle is immobilised for the rest of ground level using anti-gravity drives, Various vehicles can carry troops across
huge turbofans, supernatural energies, the battlefield. The advantages of being
etc. Note that these are not full-blown able to move a squad rapidly from one
Designers’ Note: This rule has been
changed slightly to clarify where in flying machines. They generally hover at area to another under the protection of
its move a vehicle is halted – ideally a few metres above ground level but are armour plate is obvious. The danger is
it would be at a random point in the capable of making a powered boost to that troops will be wiped out aboard the
move but this generates far too gain height and cross obstacles. transport if it is fired at before they
much complexity. As the idea is to Skimmers can ignore terrain as they disembark.
deter vehicles from entering difficult move but if they begin or end their move
in difficult or impassable terrain, they Access Points
terrain and sticking to the open
have to test to see if they are Each vehicle model capable of carrying
spaces, having them crash on
encountering obstacles is the easiest immobilised (as noted for ordinary passengers will have a number of
abstraction. Also, the option to define vehicles above). Immobilised skimmers ‘access points’. These are the doors,
terrain as being particularly crash and are destroyed if they are ramps and hatches which the
hazardous to vehicles has been moving more than 6" in their move. The passengers use to get in and out of the
included in order to curb excessively player should specify their speed before vehicle. The exact access points for
dangerous driving. testing for difficult terrain. An each vehicle are detailed in the 2003
immobilised skimmer travelling slowly Chapter Approved compilation.
that all its models are within 2" of the it may battle Orks without number, against
Designers’ Note: Access points have vehicle. whom the burning lance of the lascannon is
been introduced since the 3rd edition
Embarking and Disembarking worthless. On another world, the armoured
Warhammer 40,000 rules were
released. These rules have now Models may disembark from an open- abominations of the alien Eldar may be
been formalised as mandatory. topped transport vehicle and re-embark found, against whom the noble bolter is
as part of a consolidation move. Apart useless.
from this, no models may embark and
Disembarking The commander must maintain the watchful
disembark in the same turn.
A unit that begins its Movement phase gaze of the eagle to seek his foes through
inside a vehicle can get out either before Passenger Capacity scope and slit. Once found, they must be
or after the vehicle has moved. When Each transport vehicle has a maximum crushed with the full weight of fire before
the unit disembarks, the models are passenger capacity which may not be seeking the next enemy, for the beast
deployed at least partially within 2" of exceeded. Sometimes there will be which is merely maimed may strike back
one of the vehicle’s access points. If the constraints on exactly which types of still. When a suitable target is found, the
vehicle has already moved then the models can embark on a particular
machine must be halted for most
passengers cannot move other than to vehicle. Terminators, for example,
cannot be embarked on a Rhino or efficacious execution: for motion and
deploy, and they cannot disembark if the
Razorback, although they may be accuracy are anathema to one another.
vehicle moved more than 12". This 12"
move limit includes all bonus movement transported in a Land Raider. Infantry Speed has its place, just as firepower has
from special engines, frenzied driving equipped with jump packs may not its own. Never forget this!”
and so on (and that does mean all embark in transports because of the
Extract from ‘Commander of Armour’s
bonus movement, with no exceptions. space taken up by their bulky
equipment.
First Book of Indoctrinations’
This over-rules anything previously
published in a codex or FAQ). If the Some vehicles, particularly battle tanks,
vehicle has not yet moved then the Dedicated Transports
Some transport vehicles are directly carry a hefty arsenal of weapons. When
infantry may move as normal after a vehicle fires, it uses its own BS
disembarking, and the vehicle can then assigned to a particular unit. Normally, a
characteristic (representing the BS of
move off separately at any speed. unit entry in a codex will include a
the crew) and shoots like other units –
transport option – allowing a vehicle to
Troops on board a vehicle may not all its weapons must fire at a single
be selected along with the unit. Other
disembark in the Assault phase and may target unit. Although vehicles can fire
transport vehicles occupy a force
never disembark within 1" of an enemy light weapons on the move, they are
organisation chart slot (for example
model. If compelled to disembark, limited in the number of larger weapons
Eldar Falcons) and can be used to that they can fire.
because of the vehicle being destroyed, provide ad hoc transportation to any unit
for example, any models that cannot that can embark on it. Vehicle Line of Sight
disembark because the access points to Line of sight for shooting is traced
the vehicle are blocked by enemy No more than one unit can ever be directly from the weapon mountings on
models become casualties. embarked on a single transport. the vehicle. Weapons mounted on
After disembarking, models may shoot Dedicated transports may only be used vehicles often have a limited arc of fire
but may not assault unless the vehicle to transport the squad they are selected and they may not fire on units that are
they disembarked from is open-topped. with, plus any independent characters outside their arc. Trace the actual line of
who have joined the squad. An fire from the weapon mounting on the
independent character may disembark vehicle to see if it will be blocked by
Designers’ Note: This particular terrain or other vehicles. Weapons
addition should attract a lot of and leave the squad that owns the
transport embarked, but if the squad mounted on walkers can fire in a
interest. Players will have to rethink
disembarks then any independent 90º forward arc.
their transport vehicle tactics quite a
bit to cope with it. Compared to characters must do so as well.
previous editions of the rules, MOVING AND SHOOTING
transport vehicles have enjoyed a VEHICLE FIRING
golden era, perhaps to the extent Designers’ Note: Be sure to read this
that the pendulum has swung too far. “Diverse and many-fold weaponry is of the section carefully as there are several
This rule is an attempt to redress greatest importance for the steel-clad changes that will significantly affect
matters a little. behemoth, lest it shall be confronted by the way vehicles fire.
foes it cannot master. On the field of war,
Embarking
A unit can get inside a vehicle by moving VEHICLE LINE OF SIGHT
to be at least partially within 2" of one of
its access points. The whole unit must
be able to embark or none of them can.
If some models are out of range, their Line of sight
compatriots will wait until they can Line of sight
mount up together. If the vehicle moved
before its passengers got aboard then it
may not move any further in the same
turn. If the vehicle has not moved
beforehand then it can move normally as
soon as the unit is on board.
An infantry unit can embark into an
open-topped vehicle in their Assault Line of sight
phase if it consolidates and moves so blocked
Vehicle Weaponry General rules for moving and firing they moved during the Movement phase
Vehicles can mount a frightening array main weaponry: as this will have given them opportunity
of weapons. These can be divided into to bring weapons to bear.
• If a vehicle does not move, it can shoot
two broad categories: defensive all its main weapons. Troops Firing From Vehicles
weapons and main weapons. Main Troops aboard vehicles can fire from
weapons are the primary means by • If a vehicle moves up to 6", it can
firing slits, hatches or over the sides of
which the vehicle will achieve its set shoot one main weapon.
the fighting compartment if the vehicle is
objectives. They are defined as any • Vehicles that have moved more than 6" open-topped.
weapon of Strength 6 or greater. do not shoot at all with their main
Weapons with a random Strength which All of the models aboard an open-topped
weaponry.
can possibly be greater than 6 are vehicle can fire.
treated as main weapons. Defensive Fast Vehicles
These manoeuvre more rapidly than Fire Points. Each enclosed vehicle has
weapons are not specifically required for a number of fire points defined. A fire
ordinary tanks and other vehicles so
the vehicle to operate but provide it with point is a hatch or gun slit from which
they can fire heavy weapons when they
important protection against enemy move faster. They may fire all their one or more passengers inside the
infantry. Defensive weapons have a defensive weapons if moving up to 12". vehicle can fire. The number of fire
Strength of 5 or less. points on each vehicle and how many
• Fast vehicles moving up to 6" can fire models can fire from them is specified in
The normal restrictions for infantry all their main weapons. the 2003 Chapter Approved compilation.
moving and shooting don’t apply to
weapons fitted to vehicles. So a heavy • Fast vehicles moving up to 12" can fire Troops firing from a vehicle count as
weapon mounted on a tank can still one main weapon. moving if the vehicle moves and may
shoot even though the tank may have • Fast vehicles moving more than 12" not fire if the vehicle moves more than
moved. Rapid Fire weapons can shoot may not fire main weapons at all. 12". This means they may not fire heavy
once up to the weapons’ maximum weapons from a moving vehicle unless
range or twice up to 12". Otherwise, Walkers normally allowed to fire heavy weapons
Having sophisticated weapon systems while moving.
Heavy and Assault weapons shoot the
that are fully integrated with their crew,
number of times listed. Ordnance Walkers can engage targets on the If passengers fire from a closed vehicle
weapons (a special type of extremely move more easily than other vehicles. and do not have an Armour save of 3+
heavy weapon normally only mounted This means they can always fire two or better, then in the following turn
on vehicles) are dealt with in more detail weapons (one from each side/arm) enemy firing at the vehicle count it as
later. regardless of whether they’ve moved or open-topped.
not. Walkers who do not move can fire
Note that a twin-linked weapon counts
as a single weapon for the purposes of
all their weapons. Walkers make no ORDNANCE WEAPONS
distinction between main weapons and
shooting. defensive weapons. Especially large weapons are called
Defensive Weaponry ordnance. These weapons are so huge
(Strength 5 and below) and powerful that they cannot be
Designers’ Note: The changes made physically carried but must be mounted
Many vehicles have a range of weapons to the Moving and Firing rules for
onto a vehicle or built into the structure
with relatively low Strength but high rate vehicles are intended to make
of a fortress. For the most part they are
of fire. These weapons are intended to vehicles more dynamic in battle and
used by the heavily mechanised armies
help protect the vehicle from enemy to encourage the use of tank
of the Imperial Guard. As noted in the
infantry and because of their relative sponsons and other back-up
weapons section, ordnance weapons will
lightness and high rate of fire are largely weaponry. Given the ranges of such
normally use the large Blast marker.
unaffected by the movement of the weapons, it is quite likely they would
vehicle. Consequently, a vehicle may be able to find a target anyway so
game balance will not be massively USING ORDNANCE WEAPONS
fire any or all weapons of Strength 5 or
altered. The main difference will be Ordnance weapons may also be barrage
below if it moves up to 6" in addition to weapons, this is indicated by a ‘G’ (for
that they are more fun to use.
any main weaponry allowed. guess) in their range, indicating that the
Main Weaponry crew guess how far the target is away
(Strength 6 and above) Turning to Face and aim to drop their shots down on top
Some vehicles carry main weapons as Turrets can be turned to face without it of them from high. Ordnance barrages
well as defensive weapons. This is counting as movement. work slightly differently from normal
ordnance attacks so the two types of
normally what distinguishes battle tanks Any vehicle that is not immobilised can attack are described separately.
from personnel carriers. Any weapon of pivot on the spot without counting it as
Strength 6 or above counts as a main movement so they can fire as if they If an attempt is made to fire an ordnance
weapon. were stationary. They may not do this if weapon, then the vehicle may fire no