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=VEHICLES= ==Shooting With Vehicles== ===Shooting At Vehicles=== ====<code>Vehicles and Reaction to Shooting</code>==== <code>Unless specified otherwise, vehicles cannot make a reaction to shooting. They are too cumbersome.</code> ==Vehicles in the Assault Phase== ===Assaulting a Vehicle=== ====Vehicles and Reaction to Charge==== Unless specified otherwise, vehicles cannot make a reaction to a charge. They are too cumbersome. ==Transports== ===Fire Points=== Many Transports have a number of Fire Points defined in their army entry. A Fire Point is a hatch or gun slit from which one or more passengers inside the vehicle can fire shooting weapons (or use witchfire psychic powers). Unless specified differently in the vehicle’s entry, a single passenger can fire out of each Fire Point and the other transported models cannot fire. Ranges and line of sight are measured from the Fire Point itself. If an embarked model fires a Template weapon or a beam psychic power from a Fire Point, discount the hit scored against the vehicle – we assume the weapon has been fired in a sufficient arc to clear the Transport’s hull. Note that the passengers can shoot at a different target to the vehicle itself. Models firing out of a vehicle that moved at Combat Speed count as having moved that turn. Models firing out of a vehicle that moved at Cruising Speed can only fire Snap Shots that turn. They cannot fire if the vehicle moves Flat Out or uses smoke launchers that turn, nor can a vehicle move Flat Out or use smoke launchers if a unit embarked inside it shoots out. ==Chariots== ===Assaulting with Chariots=== ====Fighting from a Chariot==== In close combat, Chariots fight like Infantry models. Chariots may make Sweeping Advances, Pile In moves and Consolidations unless they are Stunned. <code>Chariots inflict D3 automatic hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.</code> ==Walkers== ===Shooting with Walkers=== Walkers can choose to Run like Infantry, and this prevents them from firing and charging that turn, as normal. Obviously, they cannot Run if they are stunned or Immobilised. A Walker that moved can still fire all of its weapons in the subsequent Shooting phase. When firing a Walker’s weapons assume that weapons mounted on a Walker can swivel horizontally and vertically up to 45°. Range is measured from the weapon itself and line of sight is measured from the mounting point of the weapon and along its barrel, as normal for vehicles. To represent the vastly superior agility of Walkers in comparison with other vehicles, Walkers can <code>React to Shooting and React to Charges.</code>Furthermore, Walkers can fire their weapons even if the charging unit is not within their current weapon arc, unless they are Immobilised (in which case they can only fire Overwatch or <code>Return Fire</code> if the charging unit’s models lie within their current weapon arc). ===Walkers and Assaults=== Walkers assault, and are assaulted, like Infantry models, meaning that they make charge moves and can be locked in combat. Walkers that are locked in combat cannot be shot at. In close combat, Walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a Walker in close combat almost always roll for armour penetration against its front armour unless it has been Immobilised. <code>However, any rolls of 6 to-hit are resolved against the enemy rear armor instead.</code> Against an Immobilised Walker, models always roll for armour penetration against its rear armour. This is because, unlike other vehicles, the Walker turns to face its enemies and rampages through the melee. Walkers may make Sweeping Advances, Pile In moves and consolidations unless thev are stunned or Immobilised. <code>Walkers inflict D3 automatic hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.</code> ==Tanks== ===Tank Shock=== When moving a Tank, the player can declare that it is going to attempt to Tank Shock instead of moving normally. <code>When making a tank shock move, the controlling player must declare whether they’re attempting to Slam or Grind the enemy unit. If they are Slamming, any wounds they inflict are counted as S10 AP-. If they are Grinding, the wounds they inflict are S5 AP 1d6.</code> To perform a Tank Shock, first, turn the vehicle on the spot to face the direction you intend to move it and declare how many inches the vehicle is going to move, up to its maximum speed. The vehicle must move at least Combat Speed Note that, because pivoting on the spot does not count as moving, this is not enough for a Tank Shock. Once the Tank has been 'aimed' and the intended distance declared, move the Tank straight forwards until it comes into contact with an enemy unit or it reaches the distance declared - no other changes of direction are allowed in a Tank Shock. If no enemy unit is reached, just move the Tank straight ahead for the distance declared and nothing special takes place. A Tank Shock is an exception to the rule that enemy models cannot be moved through. Remember, though, that friendly models still cannot be moved through, so the Tank's movement will be stopped if any friendly models are in the way. Also, a Tank Shock cannot be attempted against enemies that are locked in combat, as the risk of harming allies is too high <code>If an enemy unit other than another vehicle is reached, that enemy unit must take a Morale check or Fall back (They do not count as Broken, and rally immediately afterwards). If they pass the check, they may then simply move out of the way of the tank. Regardless of whether they pass or fail the check, they must make a single Initiative check for each full 6” the vehicle traveled before hitting the unit. For each point they fail a test by, the unit takes 1 automatic hit at the strength and AP specified.</code> Regardless of the result of the test, the Tank keeps moving straight on, possibly tank shocking more enemy units until it reaches its final position. If the Tank would move into contact with a friendly model, enemy vehicle, impassable terrain or a board edge, it immediately stops moving 1” away. If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is falling back or not) these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle whilst maintaining unit coherency and staying on the board. Any models that cannot manage this are crushed and removed from play as casualties. Crunch! ==Super-Heavy Vehicles== ===Special Rules=== Super-Heavy vehicles have the following special rules: <code>Terror</code>, Move Through Cover ==Super-Heavy Walkers== ===<code>Assault</code>=== <code>Super-Heavy Walkers inflict D6 hits when making a Sweeping Advance or charging a fleeing unit that fails to regroup.</code> ===Special Rules=== All Super-heavy Walkers have the following special rules: <code>Terror</code>, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown. ==Super-Heavy Flyers== ===Special Rules=== All Super-heavy Flyers have the <code>Terror</code> special rule.
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