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WarHammer 40K (Extra) Trial Vehicle Rules

Trial vehicle rules for Warhammer 40k 3rd edition

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Markus Hirvi
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0% found this document useful (0 votes)
632 views10 pages

WarHammer 40K (Extra) Trial Vehicle Rules

Trial vehicle rules for Warhammer 40k 3rd edition

Uploaded by

Markus Hirvi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LES TRIAL

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)

A Steel Legion column makes its way through the desert.

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

VEHICLE MOVING & FIRING SUMMARY


Type Stationary Up to 6" Up to 12" More than 12"
Normal All weapons 1 main weapon No weapons No weapons
All defensive weapons
Fast All weapons All weapons 1 main weapon No weapons
All defensive weapons
Walker All weapons 2 weapons Not applicable Not applicable
other weapons, whether they are main
weapons, defensive weapons or ORDNANCE WEAPONRY SUMMARY
weapons bought as vehicle upgrades. Weapon Range Str. AP Type

NORMAL ORDNANCE Battle Cannon 72" 8 3 Ordnance 1/Blast


Firing on the Move Demolisher 24" 10 2 Ordnance 1/Blast
Ordnance weapons may be fired on the
move but the chances of an accurate Griffon Mortar 12-48" G 6 4 Ordnance 1/Blast
shot are greatly reduced. Normally, an
ordnance shot will land somewhere near Earthshaker 120" 9 3 Ordnance 1/Blast
the target but when firing on the move, Whirlwind 48" G 5 4 Ordnance 1/Blast
the shot could go anywhere. Roll to hit
using the vehicle’s Ballistic Skill. If the
shot is on target then continue to the D6 to see where the shot lands. If the landed on target. If the target is in sight
section detailing the firing procedure for Scatter dice rolls a HIT symbol, the shot roll a D6 and a Scatter dice. If the target
ordnance weapons. If the shot misses lands on target. If an arrow is rolled, the is out of sight roll 2D6 and a Scatter
then it has disappeared over the horizon marker is shifted in the direction shown dice. If you roll a HIT on the Scatter dice
or the crew have simply been unable to by the arrow the number of inches the shot lands on target. If an arrow is
aim because of the vehicle bouncing indicated on the D6. rolled, the marker is shifted in the
about and have not managed to fire a direction indicated by the arrow, a
shot. Any models which are entirely under the number of inches equal to the sum of
Blast marker will be hit automatically. the D6 rolls.
Roll a D6 for models that are partially
Designers’ Note: This is another of
under the marker: on a 1-3 they are INCOMING!
the major changes and is also
unharmed, on a 4-6 they are hit by the Ordnance Barrage Pinning
intended to make armoured warfare
full force of the blast. Vehicles will be hit Ordnance barrages are even more
in Warhammer 40,000 far more
regardless of whether they are fully or terrifying than normal barrages – the
dynamic. Firing on the move
partially under the Blast marker. When ground shakes and heaves under the
sacrifices accuracy but at least gives
the targets are mounted models, it is thunderous impacts, troops caught in the
options in missions which require an
best to determine whether the model is open are completely annihilated and
army to advance. The sight of
hit based on whether the marker covers those in cover are virtually buried alive
Imperial Guard infantry advancing
the rider. Thus, if the rider of a Space by a furious rain of flaming death.
behind the cover of their mighty
Marine bike is entirely under the Blast
tanks should once again become a Units suffering casualties from an
marker then it is hit and the wheels of
common sight. ordnance barrage must pass a
the bike are not important.
Leadership test with the following
Resolve Ordnance hits with the Strength modifier to avoid being pinned down:
Firing procedure for and Armour Piercing values on the
Ordnance table. -1 For coming under fire from an
ordnance weapons ordnance barrage.
Most ordnance weapons use the large
Blast marker, which is 5" in diameter. ORDNANCE BARRAGES If the unit fails it may not move, shoot or
Any exceptions are detailed in the Some pieces of ordnance are used for assault in the following turn.
appropriate army’s codex. laying down a barrage in the same way
A unit that is pinned down does not have
When placing the large Blast marker as mortars (though on a much larger
to take a Morale test if it sustains 25%
over the target unit, you may find that scale). These weapons will have a ‘G’
casualties from enemy fire, the fact it is
models from other units are caught in (for guess) suffixed to their range in the
pinned overrides the Morale test. If
the blast. These are also attacked. Weapon charts. These weapons do not
assaulted by the enemy, the unit will
However, when initially placing the need line of sight to fire but may have a
fight normally, ignoring the falling shells
marker, you must place it to get the minimum range. If the Blast marker
under the pressing circumstances of
maximum number of models from the scatters or is placed so that it is within
battle. At the end of the following turn
target unit under the marker. As with minimum range, then it misses
the unit recovers and may act normally
non-ordnance weapons, any casualties automatically.
again.
inflicted on a unit do not have to be
selected from models under the marker, Designers’ Notes: Now it is the
the choice is up to the owning player. troops that guess and not the SHOOTING AT VEHICLES
When firing at a vehicle or vehicle commander! The guessing process A vehicle is much harder to destroy than
squadron, the hole in the middle of the takes time for no particularly useful a creature of flesh and blood. Most
template must be over at least one purpose – a double scatter reduces fighting vehicles are heavily constructed
vehicle in the target unit. accuracy in an equally acceptable from steel and tough alloys and their
way and moves the game on far hulls are protected by thick armour
Next, check that the target is within quicker.
range and that there is a valid line of fire plates, sloped or angled to deflect shots.
to it. If the marker has been placed out Any hits that do penetrate may only
of range or so that the hole in the middle Firing on the move cause slight damage or strike non-
of the marker is not visible from the firing It is difficult enough calculating where a essential systems. In the case of lighter
vehicle then the shot misses barrage will fall without its origin point vehicles, shots may simply pass straight
automatically and no harm is done. moving around! Ordnance barrage through and out the other side without
weapons may only be fired when causing any damage at all! On the other
If the target is in range and can be seen stationary. The vehicle may still pivot hand, vehicles carry a supply of fuel and
the massive blast of an ordnance unless immobilised however. ammunition that will blow them apart if
weapon means it’s going to be very hard they are hit, and however tough the
to miss completely. Nonetheless, the Firing Procedure
vehicle is, its crew can always be
shot may not land exactly where it was Place the Blast marker for the ordnance
stunned or disabled by hits made
intended to. Roll the Scatter dice and a over the target unit and then see if it
against its armoured hide.
CHOOSING A VEHICLE AS A TARGET EXAMPLE: A lascannon shot hits the
When you want to fire at a vehicle treat front of a Space Marine Predator which Designers’ Note: You will notice that
it like any other unit. One of your units has an Armour value of 13. Rolling a D6, the Damage tables have been
can choose it as a target and must direct the player scores a 4 and adds this to modified to ensure that a vehicle will
all of its shooting at it. Often this means the lascannon’s Strength of 9 for an always suffer some loss of capability,
that some of their weapons can’t Armour Penetration total of 13. This however temporary, from a
damage it, so assume that the other damaging hit. No longer will Rhinos
equals the Armour value of the Predator
members of the squad are giving get away with just losing their storm
and so inflicts a glancing hit.
covering fire, bringing forward bolter. Similarly, any damaging
ammunition for heavy weapons or Ordnance Weapons penetrating hit will force passengers
simply keeping their heads down! These fire such enormous projectiles to evacuate their transport. These
that they can smash through armour or modifications help to balance the
When placing a Blast marker or large hit with such force that the target greater opportunities to fire on the
Blast marker to attack an enemy vehicle, vehicle’s crew are turned to mush. When move.
the circle at the centre of the marker you roll to penetrate a vehicle’s armour
must initially be over the vehicle, or one with an ordnance weapon you get to roll
of the vehicles if the target is a unit of two D6 instead of one and pick the NOTES
vehicles. It may be that models from highest result. Crew & Passengers: Vehicle drivers,
other units are under the Blast marker gunners and other crew are
and these are also attacked. Flame automatically killed if their vehicle is
templates should be placed so as much VEHICLE ARMOUR VALUES destroyed. Troops embarked on a
of the template as possible is over the Armour values are different for each vehicle that is destroyed each suffer one
enemy vehicle without also touching a type of vehicle. They represent not just wound on a D6 roll of 4 or more, but
friendly model. the thickness of its armour but also how may take their Armour saving throws.
difficult a target it is because of its size Survivors are placed within 2" of the
Roll to hit against vehicles in the same and speed, how tough and numerous its wreck and are pinned for the whole of
way as against troops. If any hits are crew are, etc. their next turn. Note that a roll of 6 on a
scored you then roll for each to see if penetrating hit for an ordnance weapon
they penetrate the vehicle’s Armour Armour values for individual vehicles
will always kill all the passengers in a
Value, as explained later. also vary depending on whether the shot vehicle.
comes from the front, sides or rear.
Vehicles can normally be targeted even Stun results: Crews stunned more than
if they are in close combat with friendly When a vehicle is hit by a non-barrage once only miss their next turn – don’t
models. Vehicles which have a Weapon weapon with a Blast marker or large add the stuns together. A skimmer with
Skill characteristic (normally walkers) Blast marker (including ordnance), the stunned crew drifts D6" in a direction
may not be however. shot is always assumed to strike the indicated by rolling the Scatter dice in its
All vehicles even partially under a Blast vehicle from the direction of the firer next Movement phase (but stays facing
marker, large Blast marker or flame regardless of exactly where the marker the same way).
template are hit. However if the hole in is placed or scattered to.
Immobilised Vehicles: An immobilised
the middle of a Blast marker or large In the case of a barrage weapon, the vehicle may not turn in place but its
Blast marker is not over the vehicle then shot is assumed to come from the hole turret may continue to rotate to select
the Strength of the attacking weapon is at the centre of the Blast marker. If this targets. Further immobilisation results
halved (round fractions up) when is over the vehicle then it is struck from have no additional effect, although if
working out whether the shot penetrates the direction of the firer, if it is behind they are caused by penetrating hits then
the vehicle’s armour.
the vehicle then the shot hits the rear the vehicle will still be prevented from
armour, and so on. Remember the rule firing the following move.
Designers’ Note: Against large model about the hole in the middle of the Blast
vehicles, ordnance shots had a Open-Topped Vehicles
marker! A barrage shot landing behind a
tendency never to miss and it has Some vehicles are more vulnerable to
vehicle may hit the rear armour but will
become the norm to place ordnance damage than others because of their
be at half Strength. lightweight construction and the fact that
Blast markers so that they touch
several targets. This will now only be their crew is exposed to enemy fire. A
worthwhile against the lightest
DAMAGE ROLLS typical example of an open-topped
targets so shooting straight at the If a vehicle’s armour is breached make a vehicle is an Ork Wartrak or War Buggy.
target is a good thing. Damage roll to see what happens. Roll a Whenever a Damage roll (glancing or
D6 and look up the result on the penetrating) is made against an open-
appropriate Damage table. Note there topped vehicle, add +1 to the Damage
are separate tables for glancing, result.
ARMOUR PENETRATION penetrating and ordnance hits.
Once a hit has been scored on a vehicle Template and Blast marker weapons are
roll a D6 and add the weapon’s Strength Wrecks. Unless stated otherwise, a particularly dangerous to open-topped
characteristic to it. Then compare the destroyed vehicle should be marked with vehicles because their crewmen,
total against the vehicle’s Armour value. some cotton wool smoke and left on the wheels, engines and other components
table. It is then treated as difficult terrain are not protected against the flames and
If the total is less than the vehicle’s for the remainder of the battle. Other shrapnel. To represent this, template
Armour value, the shot bounces off. and Blast marker weapons cause double
vehicles may not move over it but can
push the wreck aside if their frontal the normal number of hits against open
If the total is equal to the vehicle’s
Armour value is higher than that of the topped vehicles (ie, two hits instead of
Armour value, the shot causes a
wreck. If the vehicle doing the pushing one).
glancing hit.
has a dozer blade or rough terrain Obscured Targets and Glancing Hits
If the total is greater than the vehicle’s modification (or some other device we A vehicle moving especially fast or
Armour value, the shot scores a
detail as having this ability in the future) behind cover, whether natural or
penetrating hit.
they may move vehicles with an equal artificially generated, will be harder to
frontal Armour value. destroy. Remember that any weapon
GLANCING HIT PENETRATING HIT ORDNANCE HIT
(S+D6 roll equals Armour value) (S+D6 roll beats Armour value) (Ordnance weapon beats
D6 Result D6 Result Armour value)
1-2 Crew shaken – The vehicle and 1 Crew stunned – The vehicle D6 Result
any currently embarked may not move or shoot next 1 Crew stunned – The vehicle
passengers may not shoot next turn, embarked troops may not may not move or shoot next
turn. Embarked troops may disembark or fire from the turn. Embarked troops may not
disembark and the vehicle can vehicle. disembark.
still move. 2 Armament destroyed – One of 2 Armament destroyed – One of
3 Crew stunned – The vehicle the vehicle’s weapons (chosen the vehicle’s weapons (chosen
(and any embarked troops) may by the attacker) is lost. The by the attacker) is lost. The
not move or shoot next turn. attack doesn’t just shoot off the attack doesn’t just shoot off the
weapon but mangles the
weapon but mangles the
4 Armament destroyed – One of mounting and possibly the
mounting and possibly the
the vehicle’s weapons (chosen gunner as well. Because it is
gunner as well. Because it is
by attacker) is destroyed. If the rocked by the impact, the
vehicle may not move or shoot rocked by the impact, the
vehicle has no main weapons
next move and any passengers vehicle may not move or shoot
(Strength 6 or more) left, treat
must immediately disembark. next move and any passengers
this result as a crew stunned
must immediately disembark.
result as well as destroying one
3 Immobilised – The vehicle has
of the vehicle’s defensive taken a hit that has damaged a 3 Immobilised – Skimmers
(Strength 5 or less) weapons. wheel, track or leg and the moving fast crash to the ground
5 Immobilised – The vehicle may driver struggles to maintain and are destroyed. The vehicle
not move for the rest of the control. The vehicle may not has taken a hit which has
game. Skimmers moving fast move for the rest of the game. damaged a wheel, leg or a track
that are immobilised crash and Skimmers moving fast are and the driver struggles to
are destroyed. If the vehicle is immobilised, crash and are maintain control. The vehicle
already immobilised then treat destroyed. The vehicle may fire may not fire next turn and all
this as a crew stunned result next turn and all passengers passengers must immediately
must immediately disembark as disembark.
instead.
if the vehicle had been
6 Vehicle destroyed! – The destroyed. 4 Vehicle destroyed! – The
vehicle is wrecked, mark it with massive impact slews the wreck
4 Vehicle destroyed! – The D6" in a direction determined by
cotton wool smoke, turn it on its
vehicle is wrecked, mark it with rolling the Scatter dice. On a roll
side or demonstrate its
cotton wool smoke, turn it on its of a HIT the wreck flips over
destruction in some other side or demonstrate its
pleasing manner! onto its side or roof (whichever
destruction in some other way it balances best, randomise
pleasing manner! if necessary). Models in the way
firing at a vehicle must pick its target 5 Vehicle destroyed! – An leap aside automatically.
spot carefully if it is to be successful and explosion slews the wreck D6"
an obscured target denies the 5 Vehicle destroyed! – The
in a direction determined by
opportunity. The exact circumstances vehicle’s fuel and ammo
rolling the Scatter dice. On a roll
are detailed below. detonate, scattering flaming
of a HIT, the wreck flips over
debris over a D6" radius
Skimmers Moving Fast onto its side or roof (whichever
way it balances best, randomise measured from the edges of the
Moving skimmers are very difficult to hit vehicle. Any models within
squarely because they are more agile if necessary). Models in the way
leap aside automatically. range suffer one wound on a D6
than other vehicles, and most shots are roll of 4 or more (saving throws
more likely to ‘wing’ them instead. To 6 Vehicle destroyed! – The are allowed), vehicles are
take account of this, any hits that would vehicle’s fuel and ammo unaffected.
penetrate a skimmer that moved more detonate, scattering flaming
than 6" in its Movement phase count as debris over a D6" radius 6 Vehicle annihilated! – The
glancing hits instead. In order to qualify measured from the vehicle’s vehicle is blown to pieces by the
as moving more than 6", the skimmer edge. Models in range suffer shot. Red hot fragments of
must end its move more than 6" from one wound on a D6 roll of 4+ armour, engine and weaponry
where it started. Players may not claim (saving throws are allowed), are sent scything in a 6" radius
their skimmers are ‘circling’ or moving 4" vehicles are unaffected. measured from the edges of the
one way and 3" back. Skimmers are vehicle. Any models within
dependent on speed to make the enemy range suffer one wound on a roll
miss, and adequate velocity cannot be way. Any vehicle that is in or behind of 4+ (saving throws are
attained while circling. If Immobilised cover (eg, behind a wall, just beyond the allowed), other vehicles are
while moving 6" or less the skimmer crest of a hill or a wrecked vehicle, in
lands in its current position. unaffected. Remove the
woods or jungle, or something similarly destroyed vehicle model (only a
The Hull Down Rule substantial) is considered to be ‘hull smoking crater is left behind).
Vehicles do not gain benefits from cover down’. A hull down vehicle is trying to The resultant explosion will kill
in the same way as infantry. However, keep itself out of the line of fire as much all passengers carried with no
vehicles can move into protected as possible, so it counts all penetrating saving throws of any sort
positions and use terrain to mask their hits as glancing hits instead, as shown allowed.
more vulnerable parts in the following in the diagram on the next page.
move out of the way. This is potentially a
HULL DOWN rather suicidal thing to do! Each model
nominated for this heroic duty gets one
attack at the tank as it heads towards
him. The attack can be a single shot
(one shot, even if Assault 4) from a
weapon carried by the model or a single
close combat attack using any weapon
carried, including krak grenades and
melta bombs. The attack hits
automatically – resolve the hit against
the tank’s Front Armour immediately.
Predator Hull Down Then, unless the attack has destroyed
glancing hits only or immobilised the tank, the Death or
Glory boy is crushed to death by the
tank grinding over him – the model is
killed regardless of Wounds or Armour
(Invulnerable or not!). A crew stunned or
shaken result has no effect in this case.

INFANTRY ASSAULTING VEHICLES


Infantry can pose a grave risk to
Smoke Launchers: Some vehicles TANK SHOCK vehicles if they get close enough. With
have small launchers mounted onto Tanks can overrun enemy troops during the right weapons, troopers can wreck a
them that carry smoke charges (or a their Movement phase. Having some vehicle by shooting through vision slits,
more sophisticated equivalent in the monstrous metal behemoth coming planting explosive charges on fuel tanks,
case of skimmers). These are fired to straight at you is unnerving for anybody! tearing open hatches to attack crew
temporarily hide the vehicle behind members or committing some other
concealing clouds of smoke, and are During their Movement phase, a player
can declare that a tank is going to equally imaginative act of mayhem.
most often used when it is moving in the
attempt to overrun an enemy unit. If the Whilst vehicles can be assaulted by
open. Once per game, after completing
tank has sufficient movement to get into infantry, they cannot be engaged in
its movement, a vehicle with smoke
contact with the unit, the enemy must close combat by them, so when the
launchers can trigger them (it doesn’t
take a Morale check. vehicle’s player turn comes around it
matter how far it moved). Place some
cotton wool around the vehicle to show it To use Tank Shock, declare which can simply drive off unless damage
is concealed by smoke. enemy unit or units you are driving at prevents it. Alternatively, it could just
with which of your tanks, and how fast stand still and fire at the enemy all
The vehicle may not fire in the same each is moving. To do this you specify a around it, although this might be
turn as it used its smoke launchers, but direction and a speed before moving – dangerous with ordnance or blast
any penetrating hits scored by the you may not change direction during this weapons!
enemy in their next Shooting phase move. Next, measure to see if any As mentioned above, vehicles don’t take
count as glancing hits. After the enemy’s models from the unit will be reached by part in close fighting in the same way as
turn, the smoke disperses with no further the tank. If the tank reaches the unit it units of troops. However, a squad of
effect. must take a Morale check. troops can assault a vehicle and attempt
If they fail the check, the unit falls back to destroy it. This works as follows:
VEHICLES IN AN ASSAULT 2D6" – individual models are allowed to Launching an Assault
Vehicles don’t fight in close combat as be moved out of the path of the vehicle A squad can assault a vehicle by moving
such, although they can be attacked by if they would otherwise end up 6" towards it, getting into contact in the
enemy troops. However, heavy vehicles underneath it. The unit can check to see same way as when assaulting enemy
if it is able to regroup in its own turn as squads. Individual models must move
like tanks can break through enemy
normal, but troops will not be allowed to into contact with the closest aspect
positions, scattering units and possibly
regroup if there is an enemy unit within moving by the shortest route. This
forcing them to fall back – this kind of
6" (such as the tank that forced them to means that troops are not allowed to go
attack is called Tank Shock and is
fall back!). round the sides or rear of the vehicle
described opposite. Dreadnoughts, giant
humanoid walking machines designed to If a unit is moved over by a tank and it unless they start their assault at the
spearhead assaults, and other walkers passes its Morale check, individual sides or the rear.
fight in close combat the same way as models can be moved out of the way if
Hits
troops do. they would end up underneath it, but
Troops attack with the normal number of
otherwise the unit is unharmed. The
Skimmers Attacks: +1 if double armed or +1
troops are assumed to move out of the
These can always choose to move over because they are assaulting that turn. All
way and resume their positions as the
enemy troops and this neither impedes attacks automatically hit a stationary
tank passes. Remember that vehicles
their movement nor harms the troops vehicle. Vehicles moving 6" or less in
cannot move over friendly troops, or
below. Enemy troops can attack their previous turn are hit on a 4+.
over vehicles or wrecks from either side
skimmers in the Assault phase, as close Vehicles which moved faster than this
(unless it can push a wreck aside – see
combat takes into account close range are only hit on a 6. WS counts for
the rules for wrecked vehicles above).
shooting and grenade lobbing as well as nothing in this case! Skimmers can only
actual hand-to-hand combat. Death or Glory! ever be hit on a 6 regardless of whether
If a unit passes its Morale check against they moved or not, unless they are
Skimmer tanks can still choose to Tank Shock, any troopers from the unit immobilised in which case they are hit
overrun an enemy unit and inflict Tank who are in the vehicle’s path can stand depending on the distance moved in
Shock in the normal manner. and attempt to destroy it, rather than their previous turn.
Damage mêlée. This is the case if the Walker is only, irrespective of the relative Weapon
Penetration is worked out as normal (D6 immobilised, as the upper torso of the Skills or any other factors.
+ the Strength of the attacker). Note that machine can still swing round.
this means few troops can actually harm Dreadnought Close Combat Weapons
Immobilised, stunned and shaken Dreadnoughts are often armed with
vehicles as even the lightest vehicle has
walkers fight in close combat with one enormous close combat weapons –
an Armour value of 10.
less attack than normal, but otherwise hammers, wrecking balls, claws, etc. If a
Results attack normally. Dreadnought is armed with a close
No results are counted for close combat combat weapon, it doubles its Strength
against vehicles. The vehicle simply Designers’ Note: These in close combat (up to a maximum of
moves away as it wishes in its next turn, modifications help to balance the 10) and ignores Armour saving throws.
while the troops who mounted the increased vulnerability of In other words, for a Dreadnought, close
assault are free to move, shoot, etc, Dreadnoughts and other walkers in combat weapons count as power fists,
normally. Thus, assaults against vehicles close combat under the revised but it strikes according to its normal
are very easy to work out – just make Assault rules. A Dreadnought does
your attacks and work out any damage. Initiative value instead of always striking
not stand impassively while enemies last. A Dreadnought armed with two
Monstrous Creatures attack its rear armour, and several close combat weapons gains an extra
Monstrous creatures are so big and tons of rampaging Dreadnought attack just like ordinary troopers armed
powerful that they roll an extra D6 to should always be a dangerous
with two weapons.
penetrate vehicle armour, so their prospect.
Armour Penetration value is equal to
2D6 + the Strength of the creature.
VEHICLE MORALE
Each Damage roll that is inflicted on a Vehicles don’t normally check Morale for
Melta Bombs walker counts as a single wound for the any reason, whether they are clanking
Specialist tank hunting troops are often purposes of working out who won the great behemoths or arrow-quick attack
equipped with melta bombs – fusion combat. craft. It is assumed that in all cases the
based thermic charges which can vehicle’s crew has unshakeable faith in
reduce a battle tank to a burnt-out wreck There is one very important difference
both their vehicle and you as their
in milliseconds. Troops armed with melta for walkers in an assault. They never
have to check Morale, and so will never supreme commander (as is often the
bombs can treat any of the hits they case with vehicle crews). In special
score in an assault on a vehicle as close fall back in an assault. Even if the walker
has lost, count the result as a drawn circumstances you might want to
range meltagun hits (Penetration S8 + introduce special rules for inexperienced
2D6). combat. The only way to win a close
combat involving a walker is to destroy crews, tanks being driven off by
However, melta bombs need to be it! Unlike other vehicles, walkers can be penetrating or glancing hits, and so on.
clamped in place before activating, so engaged in close combat by enemy
each model using them makes only one models. If it is engaged it may not shoot ENEMY MORALE
attack and doesn’t count bonus attacks or make any type of move except a A walker with total Armour value (front
for charging, extra hand weapons, etc. reinforcement move. plus both sides plus rear) greater than
Melta bombs can be used in a Death or 45 counts as ten models, otherwise they
Drawn Combats
Glory attack against a tank attempting to
In a drawn combat, a walker can make count as five models.
overrun.
a reinforcement move to move into
Krak Grenades contact with more enemy models or to
Some troops are equipped with krak turn to face a different direction. ADDITION TO TRIAL ASSAULT
grenades, a special type of grenade with
Multiple Combats
RULES IN WD273
a shaped charge designed to penetrate Multi-wound creatures with a
In multiple combats where there is a
armour, and (hopefully) stopping Strength plus Toughness of 9-11
walker (or several walkers) on one or
vehicles in their tracks. Troops equipped count as two creatures when
both sides, the infantry units have to
with krak grenades can use them to determining who outnumbers who in
check Morale if they lose as normal. In
assault vehicles. Krak grenades give close combat.
the event that any of the infantry falls
troops S6 for close combat hits scored back, the walkers remain in combat. As Multi-wound creatures with a
against vehicles, making their Armour normal, winning units (including walkers) Strength plus Toughness of 12-16
Penetration scores 6+D6. Krak grenades can only sweeping advance or count as five creatures when
need both hands to trigger so models consolidate if all of the units fighting determining who outnumbers who in
using them can only make a single them fall back. close combat.
attack and don’t get bonus attacks for
charging, additional hand weapons or Using Grenades Against Walkers In Multi-wound creatures with a
anything else. Krak grenades can also Close Combat Strength plus Toughness of 16 or
be used to make a Death or Glory attack Grenades and melta bombs can be more count as ten creatures when
on an overrunning tank. used normally against a walker if it is determining who outnumbers who in
already immobilised at the start of the close combat.
close combat. Otherwise, grenades and
WALKERS IN AN ASSAULT melta bombs may be used against a Use unmodified Strength and
Walkers fight in an assault in the same Toughness values, ie, T not (T) and
mobile walker following the normal rules
way as infantry. Resolve any hits scored ignoring wargear and weapons such
for krak greandes and melta bombs. Hits
on walkers by rolling for armour as power fists and two-handed
are scored on the result of a 6 on a D6
penetration and damage as for a weapons that enhance Strength.
vehicle. Unlike other models, walkers
can launch an assault even if they have Designers’ Note: This is a new rule Designers’ Note: Ignore the
fired in the Shooting phase. to give troops with krak grenades or comments relating to this subject in
melta bombs some chance to the ‘Secrets of the Universe
Infantry fighting against a walker will damage a walker – it is a poor Revealed’ in the Warhammer 40,000
normally fight against its frontal armour chance but better than none at all. rulebook.
as the walker rampages through the

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