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New rules for using vehicles in Warhammer 40,000 arcs of vision, the lack of an enclosed cabin inevitably means that they, and their vehicle, are more vulnerable to incoming fire. FAST VEHICLES There is a role in any army for high- speed vehicles. These are usually smaller vehicles which will often be used to reconnoitre ahead of an army or rapidly deploy heavy weapons systems or infantry squads to critical parts of the battlefield. Some races, such as the Eldar, use fast vehicles almost exclusively (Falcons, Vypers, etc) universe. There are many reasons for this: It may be to give reconnaissance units a good field of vision, to make embarking and disembarking easier, or it may simply be impractical to enclose the crew. In the case of Imperial Guard artillery vehicles, such as the Basilisk, for example, the crew require plenty of space to load and fire the enormous Earthshaker cannon. This aside, it is mostly smaller vehicles that are open- topped, such as Ork buggies and trukks. While crews and embarked troops on open-topped vehicles have more freedom of movement and much better WAR MACHINES OF THE 41ST MILLENNIUM OPEN-TOPPED VEHICLES Some vehicles are not fully enclosed, but expose their crews to a hostile A Steel Legion column makes its way through the desert. TRIAL RULES TRIAL VEHICLE RULES 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. Designers’ Notes: Throughout these trial rules you will see some notes (like these!) drawing your attention to things that have changed and explaining the reasons why. Hopefully, this should help you spot the differences a bit more easily! 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.

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New rules for using vehicles in Warhammer 40,000

arcs of vision, the lack of an enclosedcabin inevitably means that they, andtheir vehicle, are more vulnerable toincoming fire.

FAST VEHICLESThere is a role in any army for high-speed vehicles. These are usuallysmaller vehicles which will often be usedto reconnoitre ahead of an army orrapidly deploy heavy weapons systemsor infantry squads to critical parts of thebattlefield. Some races, such as theEldar, use fast vehicles almostexclusively (Falcons, Vypers, etc)

universe. There are many reasons forthis: It may be to give reconnaissanceunits a good field of vision, to makeembarking and disembarking easier, or itmay simply be impractical to enclose thecrew. In the case of Imperial Guardartillery vehicles, such as the Basilisk,for example, the crew require plenty ofspace to load and fire the enormousEarthshaker cannon. This aside, it ismostly smaller vehicles that are open-topped, such as Ork buggies and trukks.

While crews and embarked troops onopen-topped vehicles have morefreedom of movement and much better

WAR MACHINES OF THE 41ST MILLENNIUM

OPEN-TOPPED VEHICLESSome vehicles are not fully enclosed,but expose their crews to a hostile

A Steel Legion column makes its way through the desert.

TRIAL RULES TRIALVEHICLE RULES

The 3rd, and latest, edition of Warhammer 40,000, was released four years ago and since then we’ve have received endlessfeedback from gamers. We recently published the trial Assault rules and this time we present the trial Vehicle rules. These are aimedprimarily at veteran gamers and tournament players. These rules aren’t radically different from those in your rulebook but do allowvehicles 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.

Designers’ Notes: Throughout thesetrial rules you will see some notes(like these!) drawing your attention tothings that have changed andexplaining the reasons why.Hopefully, this should help you spotthe differences a bit more easily!

Warhammer 40,000, and all associated marks, names, races, race insignia, characters, vehicles, locations, illustrations, and imagesare 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 armedthan their Imperial counterparts. Bycontrast, Orks use crude contraptionsthat are almost as dangerous to theircrews as they are to their enemies!

WALKERSOn any battlefield, there are placeswhere conventional vehicles cannot go:built-up areas, dense forests, narrowtunnels, and so on. For this reason,many armies use vehicles that arepropelled by two, or sometimes more,mechanical legs. These vehicles areusually capable of carrying as manyweapon systems as a tank can on asignificantly smaller and lighter chassis.They combine the armoured might of atank with the manoeuvrability of aninfantryman. In general, these vehicleshave a single crewman. Space MarineDreadnoughts, however, are more thansimply a one-man vehicle. They containthe mortally wounded remains of greatSpace Marine heroes, becomingmausoleum and war machine all in one.It is considered the greatest honour for aSpace Marine to be incarcerated intoone of these ancient machines so thatthey may continue to serve the Emperor.The Eldar Wraithlord on the other handdoes not have any crew at all. It is‘piloted’ instead by a spirit stonecontaining the vital essence of a deadEldar warrior.

Because of their manoeuvrability, lighterwalkers are often used as reconvehicles. The Imperial Guard Sentineland the Eldar War Walker are bothdesigned with this role very much inmind. Dreadnoughts on the other hand,especially those created by the Orks,tend to be used as shock assaultvehicles, striding into battle alongsidetheir infantry and spearheading assaults.

The walker category also includes warmachines that use anti-gravitic enginessuch as the Dark Eldar Talos. Althoughnot literally a walker, the performance ofthese vehicles mirrors walkercharacteristics more closely than it doesthat of skimmers.

heavy grav-tanks such as the Scorpion.The Falcon is perhaps the best exampleof Eldar skimmer technology. It is a largetank that is not only capable of lowaltitude flight but can also climb and divealmost vertically. Orks, on the otherhand, are not sufficiently advanced tofully comprehend anti-grav technology.

TANKS These are a commonplace sight on thebattlefields of the 41st Millennium. Foran infantryman, a tank is an awesomesight as it rolls across the battlefield. Itwill not only be immune to most of theweaponry carried by his squad, but it isable to bring to bear enough firepower toutterly eradicate him and his unit.

Most races field some kind of heavilyarmed and armoured vehicle, whether itbe the huge and lumbering Leman Russbattle tanks of the Imperial Guard or thesleek and sophisticated grav vehicles ofthe Eldar. Tanks are often fitted for multi-role capability and this will commonlyinclude troop transportation as well astank-hunting capability or infantrysupport with a deadly arsenal ofweapons.

Imperial vehicles are often ancient indesign, the basic plans having beenrediscovered thousands of years ago,before the Emperor’s ascension. Despitethe antiquity of their design, their sheerruggedness and versatility mean thatthey remain a match for enemy vehicles.Alien tanks are very different machines.Eldar combat vehicles are highlyadvanced; not only do they float abovethe ground using sophisticated anti-gravity engines, they are also faster,

enabling them to carry out the lightningraids and deep strikes for which they arerightly feared. Most of the fastestvehicles on the battlefield are skimmers,such as the Space Marine LandSpeeder, as these avoid terrainproblems which slow down conventionalcraft. However, a few wheeled or trackedvehicles are also capable of highspeeds, mostly due to either ultra-lightweight or extremely powerful engines.

SKIMMERSWhile most vehicles travel across theground using wheels, tracks or legs,some advanced machines are fitted withanti-gravitic drives that enable them toswoop and hover a few metres abovethe battlefield. This is not true flight, butrather gravitic repulsion in a limitedplane. The Space Marine Land Speederis the only Imperial vehicle with thiscapability as the helio-prismic enginesare very difficult and expensive toproduce, limiting their issue to only theEmperor’s elite troops. The LandSpeeder is a highly manoeuvrable, lightreconnaissance and fast strike craft. It iscapable of high speeds and can executevery tight turns but is limited in itsvertical movement by a climb/diveincidence of no more than 35° from thehorizontal due to inverse flux anomalieswhich arise beyond this point.

The only race to have truly masteredskimmer technology is the ancient andhighly advanced Eldar. They build nearlyall of their vehicles around sophisticatedtri-polar phased crystal engines. Theseare manufactured in all sizes from thesmall and super-light units in jetbikes tothe huge engines that power super-

VEHICLE CHARACTERISTICSVehicles have characteristics that define how powerful they are in a similar wayto troops. However, as vehicles do not fight in the same way as creatures offlesh and blood, their characteristics are different. Vehicle characteristics are asfollows:

Type Front Armour Side Armour Rear Armour BS

Leman Russ Tank 14 12 10 3

Ballistic Skill. Vehicles have a BS value, just like troops, which represents theaccuracy of the crew as they blast away at their enemy with the vehicle’sweapons.

Armour Value. The Armour value of a vehicle tells you how hard it is todamage. Weapon hits against vehicles must defeat their Armour value in orderto inflict damage. Vehicles generally have different Armour values on their front,sides and rear.

Type. Vehicles come in all sorts of different types: some are faster than otherswhile some are able to fly or walk instead of driving along on wheels or tracks.Any special traits a vehicle has are described by its type. The different typesare: Fast, Tank, Open-Topped, Skimmer and Walker. These traits can becombined to define, for example, a Fast Skimmer or an Open-Topped Walker.

Designers’ Note: This lastclarification has been introduced tothwart those players who have triedto convince their unfortunateopponents that because a Talosutilises gravitic technology they needa 6 to hit it in close combat. Theydon’t – the Talos floats rather thanwalks but in all important gamerespects it should be treated as awalker.

VEHICLE MOVEMENTMost vehicles can move up to 12" in theMovement phase. This is relatively slow,but it represents a cross-country speedrather than moving flat out. However,most vehicles will want to move evenmore slowly in order to use theirweapons (see later). Most vehicles canonly move in the Movement phase, butsome can move in both the Movementphase and the Assault phase, just astroops can.

Vehicles can turn any number of timesas they move, just like any other model.Vehicles turn by pivoting on the spot,rather than ‘wheeling’ round. Turns donot cost any of the vehicle’s move butonce the vehicle’s move is finished theycan only make turns as described in theShooting phase to bring weapons tobear, and then may only do so if theyhave not moved in the Movement phase.A vehicle may combine forward andreverse movement in the same turn,providing it does not exceed itsmaximum move.

FAST VEHICLESSome vehicles are notably fast eitherbecause of their light construction orpowerful engines – or both! Fastvehicles can move up to 24" in theMovement phase.

DIFFICULT TERRAINVehicles that move through difficultterrain are not slowed down like infantry– they will either crash throughsuccessfully or become stuck, boggeddown or something similar. To representthis, a vehicle that moves into difficultterrain or starts its move in difficultterrain must take a Difficult Terrain test.Do this by rolling a D6. On a roll of 1,the vehicle is immobilised for the rest of

the game, on a 2-6 it can carry onmoving. The test is taken when thevehicle first encounters difficult groundduring its move and will halt the vehiclethere if it fails the test. If moving throughterrain deemed especially hazardous,then vehicles are immobilised on a rollof 1-3, rather than merely a 1.

RoadsVehicles, other than skimmers orwalkers, who follow a road for the entireMovement phase may add 6" to theirmaximum speed. They may only do thisif their move required no Difficult Terraintests, if they do not shoot, if they do notembark or disembark passengers andthey do not perform Tank Shock.

SkimmersThese are vehicles that hover aboveground level using anti-gravity drives,huge turbofans, supernatural energies,etc. Note that these are not full-blownflying machines. They generally hover ata few metres above ground level but arecapable of making a powered boost togain height and cross obstacles.Skimmers can ignore terrain as theymove but if they begin or end their movein difficult or impassable terrain, theyhave to test to see if they areimmobilised (as noted for ordinaryvehicles above). Immobilised skimmerscrash and are destroyed if they aremoving more than 6" in their move. Theplayer should specify their speed beforetesting for difficult terrain. Animmobilised skimmer travelling slowly

makes a controlled landing and may notmove again in the game.

WalkersIncluding vehicles that have legs insteadof tracks or wheels, the most commonwalkers are the huge war machinescalled Dreadnoughts. Walkers move likeinfantry so they can move up to 6" in theMovement phase and then charge up to6" in the Assault phase if the enemy arewithin 6". Difficult terrain affects walkersjust as it does infantry. Walkers movinginto, out of or through difficult terrainhave to roll 2D6 and use the highestresult as the maximum distance theymay move that turn.

CARRYING TROOPSVarious vehicles can carry troops acrossthe battlefield. The advantages of beingable to move a squad rapidly from onearea to another under the protection ofarmour plate is obvious. The danger isthat troops will be wiped out aboard thetransport if it is fired at before theydisembark.

Access PointsEach vehicle model capable of carryingpassengers will have a number of‘access points’. These are the doors,ramps and hatches which thepassengers use to get in and out of thevehicle. The exact access points foreach vehicle are detailed in the 2003Chapter Approved compilation.

TERRAIN EFFECTSThere are many different types of terrain. The following table shows some of themore common types and explains whether they count as difficult ground tovehicles or not.

TERRAIN EFFECT

Sand or ash dunes Difficult ground

Marsh, muddy or water-logged ground Difficult ground

Scrub, brush, vines or Difficult ground, except to tracked tanks thick bracken, which are heavy enough to flatten it as they dense undergrowth move, and other vehicles moving 6" or less.

Steep hillsides Difficult ground. Sheer rock faces are impassable to vehicles.

Dense woodland, jungle Difficult ground

Rubble, ruins, detritus, Difficult ground except to tracked tanks slag heaps, crumbling rock which are moving 6" or less.

Buildings Impassable to all but tracked tanks. Even they treat buildings as difficult ground and if they move more than 6" must treat it as especially hazardous (see Difficult Terrain). Some large buildings may be completely impassable to vehicles no matter howrecklessly they are driven.

Designers’ Notes: These categories have been included to give some idea of howdifferent terrain types affect vehicles. It would be a bad thing to curb creativity bydefining exact terrain types, so it is particularly important for players to agreeeffects before commencing a game. The terrain generators in the Warhammer40,000 rulebook include many ideas for terrain and provide a good starting point.

Designers’ Note: This rule has beenchanged slightly to clarify where inits move a vehicle is halted – ideallyit would be at a random point in themove but this generates far toomuch complexity. As the idea is todeter vehicles from entering difficultterrain and sticking to the openspaces, having them crash onencountering obstacles is the easiestabstraction. Also, the option to defineterrain as being particularlyhazardous to vehicles has beenincluded in order to curb excessivelydangerous driving.

Designers’ Note: Some players havebeen interpreting the Free Turns ruleto allow their transports to makefurther turns after disembarkingtroops. The wording has beentightened up to make sure thiscannot happen.

DisembarkingA unit that begins its Movement phaseinside a vehicle can get out either beforeor after the vehicle has moved. Whenthe unit disembarks, the models aredeployed at least partially within 2" ofone of the vehicle’s access points. If thevehicle has already moved then thepassengers cannot move other than todeploy, and they cannot disembark if thevehicle moved more than 12". This 12"move limit includes all bonus movementfrom special engines, frenzied drivingand so on (and that does mean allbonus movement, with no exceptions.This over-rules anything previouslypublished in a codex or FAQ). If thevehicle has not yet moved then theinfantry may move as normal afterdisembarking, and the vehicle can thenmove off separately at any speed.

Troops on board a vehicle may notdisembark in the Assault phase and maynever disembark within 1" of an enemymodel. If compelled to disembark,because of the vehicle being destroyed,for example, any models that cannotdisembark because the access points tothe vehicle are blocked by enemymodels become casualties.

After disembarking, models may shootbut may not assault unless the vehiclethey disembarked from is open-topped.

EmbarkingA unit can get inside a vehicle by movingto be at least partially within 2" of one ofits access points. The whole unit mustbe able to embark or none of them can.If some models are out of range, theircompatriots will wait until they canmount up together. If the vehicle movedbefore its passengers got aboard then itmay not move any further in the sameturn. If the vehicle has not movedbeforehand then it can move normally assoon as the unit is on board.

An infantry unit can embark into anopen-topped vehicle in their Assaultphase if it consolidates and moves so

that all its models are within 2" of thevehicle.

Embarking and DisembarkingModels may disembark from an open-topped transport vehicle and re-embarkas part of a consolidation move. Apartfrom this, no models may embark anddisembark in the same turn.

Passenger CapacityEach transport vehicle has a maximumpassenger capacity which may not beexceeded. Sometimes there will beconstraints on exactly which types ofmodels can embark on a particularvehicle. Terminators, for example,cannot be embarked on a Rhino orRazorback, although they may betransported in a Land Raider. Infantryequipped with jump packs may notembark in transports because of thespace taken up by their bulkyequipment.

Dedicated TransportsSome transport vehicles are directlyassigned to a particular unit. Normally, aunit entry in a codex will include atransport option – allowing a vehicle tobe selected along with the unit. Othertransport vehicles occupy a forceorganisation chart slot (for exampleEldar Falcons) and can be used toprovide ad hoc transportation to any unitthat can embark on it.

No more than one unit can ever beembarked on a single transport.

Dedicated transports may only be usedto transport the squad they are selectedwith, plus any independent characterswho have joined the squad. Anindependent character may disembarkand leave the squad that owns thetransport embarked, but if the squaddisembarks then any independentcharacters must do so as well.

VEHICLE FIRING“Diverse and many-fold weaponry is of thegreatest importance for the steel-cladbehemoth, lest it shall be confronted byfoes it cannot master. On the field of war,

it may battle Orks without number, againstwhom the burning lance of the lascannon isworthless. On another world, the armouredabominations of the alien Eldar may befound, against whom the noble bolter isuseless.

The commander must maintain the watchfulgaze of the eagle to seek his foes throughscope and slit. Once found, they must becrushed with the full weight of fire beforeseeking the next enemy, for the beastwhich is merely maimed may strike backstill. When a suitable target is found, themachine must be halted for mostefficacious execution: for motion andaccuracy are anathema to one another.Speed has its place, just as firepower hasits own. Never forget this!”

Extract from ‘Commander of Armour’sFirst Book of Indoctrinations’

Some vehicles, particularly battle tanks,carry a hefty arsenal of weapons. Whena vehicle fires, it uses its own BScharacteristic (representing the BS ofthe crew) and shoots like other units –all its weapons must fire at a singletarget unit. Although vehicles can firelight weapons on the move, they arelimited in the number of larger weaponsthat they can fire.

Vehicle Line of SightLine of sight for shooting is traceddirectly from the weapon mountings onthe vehicle. Weapons mounted onvehicles often have a limited arc of fireand they may not fire on units that areoutside their arc. Trace the actual line offire from the weapon mounting on thevehicle to see if it will be blocked byterrain or other vehicles. Weaponsmounted on walkers can fire in a 90º forward arc.

MOVING AND SHOOTING

Line of sightLine of sight

Line of sightblocked

VEHICLE LINE OF SIGHT

Designers’ Note: Access points havebeen introduced since the 3rd editionWarhammer 40,000 rules werereleased. These rules have nowbeen formalised as mandatory.

Designers’ Note: This particularaddition should attract a lot ofinterest. Players will have to rethinktheir transport vehicle tactics quite abit to cope with it. Compared toprevious editions of the rules,transport vehicles have enjoyed agolden era, perhaps to the extentthat the pendulum has swung too far.This rule is an attempt to redressmatters a little.

Designers’ Note: Be sure to read thissection carefully as there are severalchanges that will significantly affectthe way vehicles fire.

Vehicle WeaponryVehicles can mount a frightening arrayof weapons. These can be divided intotwo broad categories: defensiveweapons and main weapons. Mainweapons are the primary means bywhich the vehicle will achieve its setobjectives. They are defined as anyweapon of Strength 6 or greater.Weapons with a random Strength whichcan possibly be greater than 6 aretreated as main weapons. Defensiveweapons are not specifically required forthe vehicle to operate but provide it withimportant protection against enemyinfantry. Defensive weapons have aStrength of 5 or less.

The normal restrictions for infantrymoving and shooting don’t apply toweapons fitted to vehicles. So a heavyweapon mounted on a tank can stillshoot even though the tank may havemoved. Rapid Fire weapons can shootonce up to the weapons’ maximumrange or twice up to 12". Otherwise,Heavy and Assault weapons shoot thenumber of times listed. Ordnanceweapons (a special type of extremelyheavy weapon normally only mountedon vehicles) are dealt with in more detaillater.

Note that a twin-linked weapon countsas a single weapon for the purposes ofshooting.

Defensive Weaponry(Strength 5 and below)Many vehicles have a range of weaponswith relatively low Strength but high rateof fire. These weapons are intended tohelp protect the vehicle from enemyinfantry and because of their relativelightness and high rate of fire are largelyunaffected by the movement of thevehicle. Consequently, a vehicle mayfire any or all weapons of Strength 5 orbelow if it moves up to 6" in addition toany main weaponry allowed.

Main Weaponry(Strength 6 and above)Some vehicles carry main weapons aswell as defensive weapons. This isnormally what distinguishes battle tanksfrom personnel carriers. Any weapon ofStrength 6 or above counts as a mainweapon.

General rules for moving and firingmain weaponry:

• If a vehicle does not move, it can shootall its main weapons.

• If a vehicle moves up to 6", it canshoot one main weapon.

• Vehicles that have moved more than 6"do not shoot at all with their mainweaponry.

Fast VehiclesThese manoeuvre more rapidly thanordinary tanks and other vehicles sothey can fire heavy weapons when theymove faster. They may fire all theirdefensive weapons if moving up to 12".

• Fast vehicles moving up to 6" can fireall their main weapons.

• Fast vehicles moving up to 12" can fireone main weapon.

• Fast vehicles moving more than 12"may not fire main weapons at all.

WalkersHaving sophisticated weapon systemsthat are fully integrated with their crew,Walkers can engage targets on themove more easily than other vehicles.This means they can always fire twoweapons (one from each side/arm)regardless of whether they’ve moved ornot. Walkers who do not move can fireall their weapons. Walkers make nodistinction between main weapons anddefensive weapons.

Turning to FaceTurrets can be turned to face without itcounting as movement.

Any vehicle that is not immobilised canpivot on the spot without counting it asmovement so they can fire as if theywere stationary. They may not do this if

they moved during the Movement phaseas this will have given them opportunityto bring weapons to bear.

Troops Firing From VehiclesTroops aboard vehicles can fire fromfiring slits, hatches or over the sides ofthe fighting compartment if the vehicle isopen-topped.

All of the models aboard an open-toppedvehicle can fire.

Fire Points. Each enclosed vehicle hasa number of fire points defined. A firepoint is a hatch or gun slit from whichone or more passengers inside thevehicle can fire. The number of firepoints on each vehicle and how manymodels can fire from them is specified inthe 2003 Chapter Approved compilation.

Troops firing from a vehicle count asmoving if the vehicle moves and maynot fire if the vehicle moves more than12". This means they may not fire heavyweapons from a moving vehicle unlessnormally allowed to fire heavy weaponswhile moving.

If passengers fire from a closed vehicleand do not have an Armour save of 3+or better, then in the following turnenemy firing at the vehicle count it asopen-topped.

ORDNANCE WEAPONSEspecially large weapons are calledordnance. These weapons are so hugeand powerful that they cannot bephysically carried but must be mountedonto a vehicle or built into the structureof a fortress. For the most part they areused by the heavily mechanised armiesof the Imperial Guard. As noted in theweapons section, ordnance weapons willnormally use the large Blast marker.

USING ORDNANCE WEAPONS Ordnance weapons may also be barrageweapons, this is indicated by a ‘G’ (forguess) in their range, indicating that thecrew guess how far the target is awayand aim to drop their shots down on topof them from high. Ordnance barrageswork slightly differently from normalordnance attacks so the two types ofattack are described separately.

If an attempt is made to fire an ordnanceweapon, 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 weaponsAll defensive weapons

Fast All weapons All weapons 1 main weapon No weaponsAll defensive weapons

Walker All weapons 2 weapons Not applicable Not applicable

Designers’ Note: The changes madeto the Moving and Firing rules forvehicles are intended to makevehicles more dynamic in battle andto encourage the use of tanksponsons and other back-upweaponry. Given the ranges of suchweapons, it is quite likely they wouldbe able to find a target anyway sogame balance will not be massivelyaltered. The main difference will bethat they are more fun to use.

other weapons, whether they are mainweapons, defensive weapons orweapons bought as vehicle upgrades.

NORMAL ORDNANCEFiring on the Move Ordnance weapons may be fired on themove but the chances of an accurateshot are greatly reduced. Normally, anordnance shot will land somewhere nearthe target but when firing on the move,the shot could go anywhere. Roll to hitusing the vehicle’s Ballistic Skill. If theshot is on target then continue to thesection detailing the firing procedure forordnance weapons. If the shot missesthen it has disappeared over the horizonor the crew have simply been unable toaim because of the vehicle bouncingabout and have not managed to fire ashot.

Firing procedure for ordnance weaponsMost ordnance weapons use the largeBlast marker, which is 5" in diameter.Any exceptions are detailed in theappropriate army’s codex.

When placing the large Blast markerover the target unit, you may find thatmodels from other units are caught inthe blast. These are also attacked.However, when initially placing themarker, you must place it to get themaximum number of models from thetarget unit under the marker. As withnon-ordnance weapons, any casualtiesinflicted on a unit do not have to beselected from models under the marker,the choice is up to the owning player.When firing at a vehicle or vehiclesquadron, the hole in the middle of thetemplate must be over at least onevehicle in the target unit.

Next, check that the target is withinrange and that there is a valid line of fireto it. If the marker has been placed outof range or so that the hole in the middleof the marker is not visible from the firingvehicle then the shot missesautomatically and no harm is done.

If the target is in range and can be seenthe massive blast of an ordnanceweapon means it’s going to be very hardto miss completely. Nonetheless, theshot may not land exactly where it wasintended to. Roll the Scatter dice and a

D6 to see where the shot lands. If theScatter dice rolls a HIT symbol, the shotlands on target. If an arrow is rolled, themarker is shifted in the direction shownby the arrow the number of inchesindicated on the D6.

Any models which are entirely under theBlast marker will be hit automatically.Roll a D6 for models that are partiallyunder the marker: on a 1-3 they areunharmed, on a 4-6 they are hit by thefull force of the blast. Vehicles will be hitregardless of whether they are fully orpartially under the Blast marker. Whenthe targets are mounted models, it isbest to determine whether the model ishit based on whether the marker coversthe rider. Thus, if the rider of a SpaceMarine bike is entirely under the Blastmarker then it is hit and the wheels ofthe bike are not important.

Resolve Ordnance hits with the Strengthand Armour Piercing values on theOrdnance table.

ORDNANCE BARRAGESSome pieces of ordnance are used forlaying down a barrage in the same wayas mortars (though on a much largerscale). These weapons will have a ‘G’(for guess) suffixed to their range in theWeapon charts. These weapons do notneed line of sight to fire but may have aminimum range. If the Blast markerscatters or is placed so that it is withinminimum range, then it missesautomatically.

Firing on the moveIt is difficult enough calculating where abarrage will fall without its origin pointmoving around! Ordnance barrageweapons may only be fired whenstationary. The vehicle may still pivotunless immobilised however.

Firing ProcedurePlace the Blast marker for the ordnanceover the target unit and then see if it

landed on target. If the target is in sightroll a D6 and a Scatter dice. If the targetis out of sight roll 2D6 and a Scatterdice. If you roll a HIT on the Scatter dicethe shot lands on target. If an arrow isrolled, the marker is shifted in thedirection indicated by the arrow, anumber of inches equal to the sum ofthe D6 rolls.

INCOMING! Ordnance Barrage PinningOrdnance barrages are even moreterrifying than normal barrages – theground shakes and heaves under thethunderous impacts, troops caught in theopen are completely annihilated andthose in cover are virtually buried aliveby a furious rain of flaming death.

Units suffering casualties from anordnance barrage must pass aLeadership test with the followingmodifier to avoid being pinned down:

-1 For coming under fire from anordnance barrage.

If the unit fails it may not move, shoot orassault in the following turn.

A unit that is pinned down does not haveto take a Morale test if it sustains 25%casualties from enemy fire, the fact it ispinned overrides the Morale test. Ifassaulted by the enemy, the unit willfight normally, ignoring the falling shellsunder the pressing circumstances ofbattle. At the end of the following turnthe unit recovers and may act normallyagain.

SHOOTING AT VEHICLESA vehicle is much harder to destroy thana creature of flesh and blood. Mostfighting vehicles are heavily constructedfrom steel and tough alloys and theirhulls are protected by thick armourplates, sloped or angled to deflect shots.Any hits that do penetrate may onlycause slight damage or strike non-essential systems. In the case of lightervehicles, shots may simply pass straightthrough and out the other side withoutcausing any damage at all! On the otherhand, vehicles carry a supply of fuel andammunition that will blow them apart ifthey are hit, and however tough thevehicle is, its crew can always bestunned or disabled by hits madeagainst its armoured hide.

ORDNANCE WEAPONRY SUMMARYWeapon Range Str. AP Type

Battle Cannon 72" 8 3 Ordnance 1/Blast

Demolisher 24" 10 2 Ordnance 1/Blast

Griffon Mortar 12-48" G 6 4 Ordnance 1/Blast

Earthshaker 120" 9 3 Ordnance 1/Blast

Whirlwind 48" G 5 4 Ordnance 1/Blast

Designers’ Note: This is another ofthe major changes and is alsointended to make armoured warfarein Warhammer 40,000 far moredynamic. Firing on the movesacrifices accuracy but at least givesoptions in missions which require anarmy to advance. The sight ofImperial Guard infantry advancingbehind the cover of their mightytanks should once again become acommon sight.

Designers’ Notes: Now it is thetroops that guess and not thecommander! The guessing processtakes time for no particularly usefulpurpose – a double scatter reducesaccuracy in an equally acceptableway and moves the game on farquicker.

CHOOSING A VEHICLE AS A TARGETWhen you want to fire at a vehicle treatit like any other unit. One of your unitscan choose it as a target and must directall of its shooting at it. Often this meansthat some of their weapons can’tdamage it, so assume that the othermembers of the squad are givingcovering fire, bringing forwardammunition for heavy weapons orsimply keeping their heads down!

When placing a Blast marker or largeBlast marker to attack an enemy vehicle,the circle at the centre of the markermust initially be over the vehicle, or oneof the vehicles if the target is a unit ofvehicles. It may be that models fromother units are under the Blast markerand these are also attacked. Flametemplates should be placed so as muchof the template as possible is over theenemy vehicle without also touching afriendly model.

Roll to hit against vehicles in the sameway as against troops. If any hits arescored you then roll for each to see ifthey penetrate the vehicle’s ArmourValue, as explained later.

Vehicles can normally be targeted evenif they are in close combat with friendlymodels. Vehicles which have a WeaponSkill characteristic (normally walkers)may not be however.

All vehicles even partially under a Blastmarker, large Blast marker or flametemplate are hit. However if the hole inthe middle of a Blast marker or largeBlast marker is not over the vehicle thenthe Strength of the attacking weapon ishalved (round fractions up) whenworking out whether the shot penetratesthe vehicle’s armour.

ARMOUR PENETRATIONOnce a hit has been scored on a vehicleroll a D6 and add the weapon’s Strengthcharacteristic to it. Then compare thetotal against the vehicle’s Armour value.

If the total is less than the vehicle’sArmour value, the shot bounces off.

If the total is equal to the vehicle’sArmour value, the shot causes aglancing hit.

If the total is greater than the vehicle’sArmour value, the shot scores apenetrating hit.

EXAMPLE: A lascannon shot hits thefront of a Space Marine Predator whichhas an Armour value of 13. Rolling a D6,the player scores a 4 and adds this tothe lascannon’s Strength of 9 for anArmour Penetration total of 13. Thisequals the Armour value of the Predatorand so inflicts a glancing hit.

Ordnance WeaponsThese fire such enormous projectilesthat they can smash through armour orhit with such force that the targetvehicle’s crew are turned to mush. Whenyou roll to penetrate a vehicle’s armourwith an ordnance weapon you get to rolltwo D6 instead of one and pick thehighest result.

VEHICLE ARMOUR VALUESArmour values are different for eachtype of vehicle. They represent not justthe thickness of its armour but also howdifficult a target it is because of its sizeand speed, how tough and numerous itscrew are, etc.

Armour values for individual vehiclesalso vary depending on whether the shotcomes from the front, sides or rear.

When a vehicle is hit by a non-barrageweapon with a Blast marker or largeBlast marker (including ordnance), theshot is always assumed to strike thevehicle from the direction of the firerregardless of exactly where the markeris placed or scattered to.

In the case of a barrage weapon, theshot is assumed to come from the holeat the centre of the Blast marker. If thisis over the vehicle then it is struck fromthe direction of the firer, if it is behindthe vehicle then the shot hits the reararmour, and so on. Remember the ruleabout the hole in the middle of the Blastmarker! A barrage shot landing behind avehicle may hit the rear armour but willbe at half Strength.

DAMAGE ROLLSIf a vehicle’s armour is breached make aDamage roll to see what happens. Roll aD6 and look up the result on theappropriate Damage table. Note thereare separate tables for glancing,penetrating and ordnance hits.

Wrecks. Unless stated otherwise, adestroyed vehicle should be marked withsome cotton wool smoke and left on thetable. It is then treated as difficult terrainfor the remainder of the battle. Othervehicles may not move over it but canpush the wreck aside if their frontalArmour value is higher than that of thewreck. If the vehicle doing the pushinghas a dozer blade or rough terrainmodification (or some other device wedetail as having this ability in the future)they may move vehicles with an equalfrontal Armour value.

NOTESCrew & Passengers: Vehicle drivers,gunners and other crew areautomatically killed if their vehicle isdestroyed. Troops embarked on avehicle that is destroyed each suffer onewound on a D6 roll of 4 or more, butmay take their Armour saving throws.Survivors are placed within 2" of thewreck and are pinned for the whole oftheir next turn. Note that a roll of 6 on apenetrating hit for an ordnance weaponwill always kill all the passengers in avehicle.

Stun results: Crews stunned more thanonce only miss their next turn – don’tadd the stuns together. A skimmer withstunned crew drifts D6" in a directionindicated by rolling the Scatter dice in itsnext Movement phase (but stays facingthe same way).

Immobilised Vehicles: An immobilisedvehicle may not turn in place but itsturret may continue to rotate to selecttargets. Further immobilisation resultshave no additional effect, although ifthey are caused by penetrating hits thenthe vehicle will still be prevented fromfiring the following move.

Open-Topped VehiclesSome vehicles are more vulnerable todamage than others because of theirlightweight construction and the fact thattheir crew is exposed to enemy fire. Atypical example of an open-toppedvehicle is an Ork Wartrak or War Buggy.Whenever a Damage roll (glancing orpenetrating) is made against an open-topped vehicle, add +1 to the Damageresult.

Template and Blast marker weapons areparticularly dangerous to open-toppedvehicles because their crewmen,wheels, engines and other componentsare not protected against the flames andshrapnel. To represent this, templateand Blast marker weapons cause doublethe normal number of hits against opentopped vehicles (ie, two hits instead ofone).

Obscured Targets and Glancing HitsA vehicle moving especially fast orbehind cover, whether natural orartificially generated, will be harder todestroy. Remember that any weapon

Designers’ Note: Against large modelvehicles, ordnance shots had atendency never to miss and it hasbecome the norm to place ordnanceBlast markers so that they touchseveral targets. This will now only beworthwhile against the lightesttargets so shooting straight at thetarget is a good thing.

Designers’ Note: You will notice thatthe Damage tables have beenmodified to ensure that a vehicle willalways suffer some loss of capability,however temporary, from adamaging hit. No longer will Rhinosget away with just losing their stormbolter. Similarly, any damagingpenetrating hit will force passengersto evacuate their transport. Thesemodifications help to balance thegreater opportunities to fire on themove.

way. Any vehicle that is in or behindcover (eg, behind a wall, just beyond thecrest of a hill or a wrecked vehicle, inwoods or jungle, or something similarlysubstantial) is considered to be ‘hulldown’. A hull down vehicle is trying tokeep itself out of the line of fire as muchas possible, so it counts all penetratinghits as glancing hits instead, as shownin the diagram on the next page.

firing at a vehicle must pick its targetspot carefully if it is to be successful andan obscured target denies theopportunity. The exact circumstancesare detailed below.

Skimmers Moving FastMoving skimmers are very difficult to hitsquarely because they are more agilethan other vehicles, and most shots aremore likely to ‘wing’ them instead. Totake account of this, any hits that wouldpenetrate a skimmer that moved morethan 6" in its Movement phase count asglancing hits instead. In order to qualifyas moving more than 6", the skimmermust end its move more than 6" fromwhere it started. Players may not claimtheir skimmers are ‘circling’ or moving 4"one way and 3" back. Skimmers aredependent on speed to make the enemymiss, and adequate velocity cannot beattained while circling. If Immobilisedwhile moving 6" or less the skimmerlands in its current position.

The Hull Down RuleVehicles do not gain benefits from coverin the same way as infantry. However,vehicles can move into protectedpositions and use terrain to mask theirmore vulnerable parts in the following

GLANCING HIT(S+D6 roll equals Armour value)D6 Result1-2 Crew shaken – The vehicle and

any currently embarkedpassengers may not shoot nextturn. Embarked troops maydisembark and the vehicle canstill move.

3 Crew stunned – The vehicle(and any embarked troops) maynot move or shoot next turn.

4 Armament destroyed – One ofthe vehicle’s weapons (chosenby attacker) is destroyed. If thevehicle has no main weapons(Strength 6 or more) left, treatthis result as a crew stunnedresult as well as destroying oneof the vehicle’s defensive(Strength 5 or less) weapons.

5 Immobilised – The vehicle maynot move for the rest of thegame. Skimmers moving fastthat are immobilised crash andare destroyed. If the vehicle isalready immobilised then treatthis as a crew stunned resultinstead.

6 Vehicle destroyed! – Thevehicle is wrecked, mark it withcotton wool smoke, turn it on itsside or demonstrate itsdestruction in some otherpleasing manner!

PENETRATING HIT(S+D6 roll beats Armour value)D6 Result1 Crew stunned – The vehicle

may not move or shoot nextturn, embarked troops may notdisembark or fire from thevehicle.

2 Armament destroyed – One ofthe vehicle’s weapons (chosenby the attacker) is lost. Theattack doesn’t just shoot off theweapon but mangles themounting and possibly thegunner as well. Because it isrocked by the impact, thevehicle may not move or shootnext move and any passengersmust immediately disembark.

3 Immobilised – The vehicle hastaken a hit that has damaged awheel, track or leg and thedriver struggles to maintaincontrol. The vehicle may notmove for the rest of the game.Skimmers moving fast areimmobilised, crash and aredestroyed. The vehicle may firenext turn and all passengersmust immediately disembark asif the vehicle had beendestroyed.

4 Vehicle destroyed! – Thevehicle is wrecked, mark it withcotton wool smoke, turn it on itsside or demonstrate itsdestruction in some otherpleasing manner!

5 Vehicle destroyed! – Anexplosion slews the wreck D6"in a direction determined byrolling the Scatter dice. On a rollof a HIT, the wreck flips overonto its side or roof (whicheverway it balances best, randomiseif necessary). Models in the wayleap aside automatically.

6 Vehicle destroyed! – Thevehicle’s fuel and ammodetonate, scattering flamingdebris over a D6" radiusmeasured from the vehicle’sedge. Models in range sufferone wound on a D6 roll of 4+(saving throws are allowed),vehicles are unaffected.

ORDNANCE HIT(Ordnance weapon beats Armour value)D6 Result1 Crew stunned – The vehicle

may not move or shoot nextturn. Embarked troops may notdisembark.

2 Armament destroyed – One ofthe vehicle’s weapons (chosenby the attacker) is lost. Theattack doesn’t just shoot off theweapon but mangles themounting and possibly thegunner as well. Because it isrocked by the impact, thevehicle may not move or shootnext move and any passengersmust immediately disembark.

3 Immobilised – Skimmersmoving fast crash to the groundand are destroyed. The vehiclehas taken a hit which hasdamaged a wheel, leg or a trackand the driver struggles tomaintain control. The vehiclemay not fire next turn and allpassengers must immediatelydisembark.

4 Vehicle destroyed! – Themassive impact slews the wreckD6" in a direction determined byrolling the Scatter dice. On a rollof a HIT the wreck flips overonto its side or roof (whicheverway it balances best, randomiseif necessary). Models in the wayleap aside automatically.

5 Vehicle destroyed! – Thevehicle’s fuel and ammodetonate, scattering flamingdebris over a D6" radiusmeasured from the edges of thevehicle. Any models withinrange suffer one wound on a D6roll of 4 or more (saving throwsare allowed), vehicles areunaffected.

6 Vehicle annihilated! – Thevehicle is blown to pieces by theshot. Red hot fragments ofarmour, engine and weaponryare sent scything in a 6" radiusmeasured from the edges of thevehicle. Any models withinrange suffer one wound on a rollof 4+ (saving throws areallowed), other vehicles areunaffected. Remove thedestroyed vehicle model (only asmoking crater is left behind).The resultant explosion will killall passengers carried with nosaving throws of any sortallowed.

Smoke Launchers: Some vehicleshave small launchers mounted ontothem that carry smoke charges (or amore sophisticated equivalent in thecase of skimmers). These are fired totemporarily hide the vehicle behindconcealing clouds of smoke, and aremost often used when it is moving in theopen. Once per game, after completingits movement, a vehicle with smokelaunchers can trigger them (it doesn’tmatter how far it moved). Place somecotton wool around the vehicle to show itis concealed by smoke.

The vehicle may not fire in the sameturn as it used its smoke launchers, butany penetrating hits scored by theenemy in their next Shooting phasecount as glancing hits. After the enemy’sturn, the smoke disperses with no furthereffect.

VEHICLES IN AN ASSAULTVehicles don’t fight in close combat assuch, although they can be attacked byenemy troops. However, heavy vehicleslike tanks can break through enemypositions, scattering units and possiblyforcing them to fall back – this kind ofattack is called Tank Shock and isdescribed opposite. Dreadnoughts, gianthumanoid walking machines designed tospearhead assaults, and other walkersfight in close combat the same way astroops do.

SkimmersThese can always choose to move overenemy troops and this neither impedestheir movement nor harms the troopsbelow. Enemy troops can attackskimmers in the Assault phase, as closecombat takes into account close rangeshooting and grenade lobbing as well asactual hand-to-hand combat.

Skimmer tanks can still choose tooverrun an enemy unit and inflict TankShock in the normal manner.

TANK SHOCKTanks can overrun enemy troops duringtheir Movement phase. Having somemonstrous metal behemoth comingstraight at you is unnerving for anybody!

During their Movement phase, a playercan declare that a tank is going toattempt to overrun an enemy unit. If thetank has sufficient movement to get intocontact with the unit, the enemy musttake a Morale check.

To use Tank Shock, declare whichenemy unit or units you are driving atwith which of your tanks, and how fasteach is moving. To do this you specify adirection and a speed before moving –you may not change direction during thismove. Next, measure to see if anymodels from the unit will be reached bythe tank. If the tank reaches the unit itmust take a Morale check.

If they fail the check, the unit falls back2D6" – individual models are allowed tobe moved out of the path of the vehicleif they would otherwise end upunderneath it. The unit can check to seeif it is able to regroup in its own turn asnormal, but troops will not be allowed toregroup if there is an enemy unit within6" (such as the tank that forced them tofall back!).

If a unit is moved over by a tank and itpasses its Morale check, individualmodels can be moved out of the way ifthey would end up underneath it, butotherwise the unit is unharmed. Thetroops are assumed to move out of theway and resume their positions as thetank passes. Remember that vehiclescannot move over friendly troops, orover vehicles or wrecks from either side(unless it can push a wreck aside – seethe rules for wrecked vehicles above).

Death or Glory!If a unit passes its Morale check againstTank Shock, any troopers from the unitwho are in the vehicle’s path can standand attempt to destroy it, rather than

move out of the way. This is potentially arather suicidal thing to do! Each modelnominated for this heroic duty gets oneattack at the tank as it heads towardshim. The attack can be a single shot(one shot, even if Assault 4) from aweapon carried by the model or a singleclose combat attack using any weaponcarried, including krak grenades andmelta bombs. The attack hitsautomatically – resolve the hit againstthe tank’s Front Armour immediately.Then, unless the attack has destroyedor immobilised the tank, the Death orGlory boy is crushed to death by thetank grinding over him – the model iskilled regardless of Wounds or Armour(Invulnerable or not!). A crew stunned orshaken result has no effect in this case.

INFANTRY ASSAULTING VEHICLESInfantry can pose a grave risk tovehicles if they get close enough. Withthe right weapons, troopers can wreck avehicle by shooting through vision slits,planting explosive charges on fuel tanks,tearing open hatches to attack crewmembers or committing some otherequally imaginative act of mayhem.

Whilst vehicles can be assaulted byinfantry, they cannot be engaged inclose combat by them, so when thevehicle’s player turn comes around itcan simply drive off unless damageprevents it. Alternatively, it could juststand still and fire at the enemy allaround it, although this might bedangerous with ordnance or blastweapons!

As mentioned above, vehicles don’t takepart in close fighting in the same way asunits of troops. However, a squad oftroops can assault a vehicle and attemptto destroy it. This works as follows:

Launching an AssaultA squad can assault a vehicle by moving6" towards it, getting into contact in thesame way as when assaulting enemysquads. Individual models must moveinto contact with the closest aspectmoving by the shortest route. Thismeans that troops are not allowed to goround the sides or rear of the vehicleunless they start their assault at thesides or the rear.

HitsTroops attack with the normal number ofAttacks: +1 if double armed or +1because they are assaulting that turn. Allattacks automatically hit a stationaryvehicle. Vehicles moving 6" or less intheir previous turn are hit on a 4+.Vehicles which moved faster than thisare only hit on a 6. WS counts fornothing in this case! Skimmers can onlyever be hit on a 6 regardless of whetherthey moved or not, unless they areimmobilised in which case they are hitdepending on the distance moved intheir previous turn.

Predator Hull Downglancing hits only

HULL DOWN

DamagePenetration is worked out as normal (D6+ the Strength of the attacker). Note thatthis means few troops can actually harmvehicles as even the lightest vehicle hasan Armour value of 10.

ResultsNo results are counted for close combatagainst vehicles. The vehicle simplymoves away as it wishes in its next turn,while the troops who mounted theassault are free to move, shoot, etc,normally. Thus, assaults against vehiclesare very easy to work out – just makeyour attacks and work out any damage.

Monstrous CreaturesMonstrous creatures are so big andpowerful that they roll an extra D6 topenetrate vehicle armour, so theirArmour Penetration value is equal to2D6 + the Strength of the creature.

Melta BombsSpecialist tank hunting troops are oftenequipped with melta bombs – fusionbased thermic charges which canreduce a battle tank to a burnt-out wreckin milliseconds. Troops armed with meltabombs can treat any of the hits theyscore in an assault on a vehicle as closerange meltagun hits (Penetration S8 +2D6).

However, melta bombs need to beclamped in place before activating, soeach model using them makes only oneattack and doesn’t count bonus attacksfor charging, extra hand weapons, etc.Melta bombs can be used in a Death orGlory attack against a tank attempting tooverrun.

Krak GrenadesSome troops are equipped with krakgrenades, a special type of grenade witha shaped charge designed to penetratearmour, and (hopefully) stoppingvehicles in their tracks. Troops equippedwith krak grenades can use them toassault vehicles. Krak grenades givetroops S6 for close combat hits scoredagainst vehicles, making their ArmourPenetration scores 6+D6. Krak grenadesneed both hands to trigger so modelsusing them can only make a singleattack and don’t get bonus attacks forcharging, additional hand weapons oranything else. Krak grenades can alsobe used to make a Death or Glory attackon an overrunning tank.

WALKERS IN AN ASSAULTWalkers fight in an assault in the sameway as infantry. Resolve any hits scoredon walkers by rolling for armourpenetration and damage as for avehicle. Unlike other models, walkerscan launch an assault even if they havefired in the Shooting phase.

Infantry fighting against a walker willnormally fight against its frontal armouras the walker rampages through the

mêlée. This is the case if the Walker isimmobilised, as the upper torso of themachine can still swing round.

Immobilised, stunned and shakenwalkers fight in close combat with oneless attack than normal, but otherwiseattack normally.

Each Damage roll that is inflicted on awalker counts as a single wound for thepurposes of working out who won thecombat.

There is one very important differencefor walkers in an assault. They neverhave to check Morale, and so will neverfall back in an assault. Even if the walkerhas lost, count the result as a drawncombat. The only way to win a closecombat involving a walker is to destroyit! Unlike other vehicles, walkers can beengaged in close combat by enemymodels. If it is engaged it may not shootor make any type of move except areinforcement move.

Drawn CombatsIn a drawn combat, a walker can makea reinforcement move to move intocontact with more enemy models or toturn to face a different direction.

Multiple CombatsIn multiple combats where there is awalker (or several walkers) on one orboth sides, the infantry units have tocheck Morale if they lose as normal. Inthe event that any of the infantry fallsback, the walkers remain in combat. Asnormal, winning units (including walkers)can only sweeping advance orconsolidate if all of the units fightingthem fall back.

Using Grenades Against Walkers InClose CombatGrenades and melta bombs can beused normally against a walker if it isalready immobilised at the start of theclose combat. Otherwise, grenades andmelta bombs may be used against amobile walker following the normal rulesfor krak greandes and melta bombs. Hitsare scored on the result of a 6 on a D6

only, irrespective of the relative WeaponSkills or any other factors.

Dreadnought Close Combat WeaponsDreadnoughts are often armed withenormous close combat weapons –hammers, wrecking balls, claws, etc. If aDreadnought is armed with a closecombat weapon, it doubles its Strengthin close combat (up to a maximum of10) and ignores Armour saving throws.In other words, for a Dreadnought, closecombat weapons count as power fists,but it strikes according to its normalInitiative value instead of always strikinglast. A Dreadnought armed with twoclose combat weapons gains an extraattack just like ordinary troopers armedwith two weapons.

VEHICLE MORALEVehicles don’t normally check Morale forany reason, whether they are clankinggreat behemoths or arrow-quick attackcraft. It is assumed that in all cases thevehicle’s crew has unshakeable faith inboth their vehicle and you as theirsupreme commander (as is often thecase with vehicle crews). In specialcircumstances you might want tointroduce special rules for inexperiencedcrews, tanks being driven off bypenetrating or glancing hits, and so on.

ENEMY MORALEA walker with total Armour value (frontplus both sides plus rear) greater than45 counts as ten models, otherwise theycount as five models.

ADDITION TO TRIAL ASSAULTRULES IN WD273

Multi-wound creatures with aStrength plus Toughness of 9-11count as two creatures whendetermining who outnumbers who inclose combat.

Multi-wound creatures with aStrength plus Toughness of 12-16count as five creatures whendetermining who outnumbers who inclose combat.

Multi-wound creatures with aStrength plus Toughness of 16 ormore count as ten creatures whendetermining who outnumbers who inclose combat.

Use unmodified Strength andToughness values, ie, T not (T) andignoring wargear and weapons suchas power fists and two-handedweapons that enhance Strength.

Designers’ Note: Ignore thecomments relating to this subject inthe ‘Secrets of the UniverseRevealed’ in the Warhammer 40,000rulebook.

Designers’ Note: This is a new ruleto give troops with krak grenades ormelta bombs some chance todamage a walker – it is a poorchance but better than none at all.

Designers’ Note: Thesemodifications help to balance theincreased vulnerability ofDreadnoughts and other walkers inclose combat under the revisedAssault rules. A Dreadnought doesnot stand impassively while enemiesattack its rear armour, and severaltons of rampaging Dreadnoughtshould always be a dangerousprospect.