Vehicle Design Rules for Warhammer 40.000
3.rd edition.
Table of Contents
0. VEHICLE DESIGN
RULES
By Jervis Johnson
Over the last year or so I've put together the following vehicle design
system
to allow players to include scratch-built and converted vehicles in
their games
of Warhammer 40,000. I must admit that I do this with trepidation, as my
experience in the past is that some players see such systems as an
opportunity
to field the most beardy vehicles it is possible to imagine, just to
give
themselves some advantage in the games that they play. On the other
hand,
one thing I miss are the entertaining scratch-built and converted models
we used
to see in the old Rogue Trader days. This is understandable, as back
when Rogue
Trader was released (Rogue Trader being the title of the original
version of
the Warhammer 40,000 rules) there were very few models in the Citadel
range, and
so you were pretty much forced to use scratch-builds and conversions in
order to be
able to play at all. Now that there are so many models a player can use
'off the shelf,
as it were, it's no surprise that this is what most players choose to
do.
The situation wasn't helped by the fact that the Rogue Trader vehicle
design rules
simply didn't work all that well and were subject to beardy excesses,
and that the second
edition vehicle rules were so complex that it was impossible for
us to come up with a vehicle design system that worked at all, let alone
one
that was fair!
However, the advent of the new rules with their much cleaner vehicle
rules has meant that I've once again been able to get on my old
hobby-horse and have a go at coming up with a set of vehicle design
rules that can really work.
I think you'll find that the rules, if used intelligently (ie, not just
to try and win games), will offer you all kinds of opportunities to
increase the scope,
colour and character of your Warhammer 40,000 games. It will also, I
hope, herald a return to those heady days when White Dwarf featured
articles showing you how to scratch-build and convert new models for
your army, and where most players had a vehicle or two that had started
life as a Transformer, World War Two tank, or even a deodorant bottle.
So, have fun with the rules, and please,
use them in the spirit in which they are intended.
0.1 THE MOST
IMPORTANT RULE
As I've already mentioned, one of the primary aims of this article is to
allow players to use models that they have scratch-built or converted
themselves.
They are not designed to allow players to plonk down a cardboard box and
say something along the lines of "this box represents this vehicle what
I came up with last night." So, the most important rule of all is that a
vehicle a player has designed himself must be represented by a painted,
WYSIWYG model 'Wysiwyg' = what you see is what you get), or it cannot
be used at all! 'WYSIWYG' means that the model must be of the right type
and size, and have the correct number of weapons on it. Weapons that
are of a new design or appearance (ie, are not GW
weapon models) can 'count as' another type, but you must tell your
opponent about this at the start of the battle, and you must be
consistent about it. For example, if you say, "this gun counts as a
lascannon" then another weapon that is identical must also count as a
lascannon. Basically, if you think to yourself "Will this confuse
another player?" and the answer is "Yes" then you shouldn't do it!
One last point - in normal games of Warhammer 40,000 it's quite common
to use ´stand-in' models to try out a new troop type and see if you
want to include them in an army. This is perfectly acceptable for units
that are included in a Codex, but not for a 'doit yourself´ vehicle.
These rules are designed to allow you to use a model you have in a game,
not to provide you with a way of designing a new 'uber-machine' for
your army. If you want to test something out, you have to build it!
0.2 THE SECOND MOST
IMPORTANT RULE - SHOW & TELL BEFORE YOU PLAY!
One thing that many players have asked about the VDR is 'When is it OK
to use a vehicle designed with them?'
Can you just turn up and use it in any game, or does it require an
opponent's consent? And what about in tournaments?
My current thinking on this is that you must let your opponent know in
advance about any VDR vehicles you will be using in your army for a game
- in other words you must 'show and tell' before you can use it. This
limits the use of VDR vehicles to pre-arranged games where the opponents
know each other, and means that you can't really use them in 'pick-up'
games in a club or store. At tournaments, it would be up to the
tournament organisers if they allowed VDR vehicles in the games, and if
they did allow them in, what limitations are applied. Clearly, there are
circumstances where the 'show and tell' rule might not apply. For
example, amongst a close-knit gaming group you might decide to
forgo the rule after a new vehicle has been used for a few times, while
clubs
or gaming stores may allow the use of certain VDR vehicles in their
games.
However, these are the exception rather than the rule, and in most
circumstances you will need to show and tell an opponent about any VDR
vehicles in your army when you arrange to play a game, and (most
importantly) before your opponent has picked their army.
0.3 VEHICLE DESIGN
STEPS
Basically there are nine steps you need to follow in order to add a new
vehicle
to a game of Warhammer 40,000, which are listed below. The rest of the
article takes each of these steps and describes them in detail, and
explains what you need to do. You should follow each step in turn, going
back to adjust previous entries if the need arises. Record the details
on the Vehicle Design Datafax. Please note that you will need the
completed vehicle model before you can start
working out the rules for it, as in some of the steps you'll need to
look at the
model to work out the rule that applies.
The nine steps are:
1. Pick Type
2. Pick Size
3. Pick Armour
4. Pick if open-topped or fully armoured
5. Work out Speed
6. Pick Weapons
7. Work out Characteristics
8. Pick Special Options
9. Work out Points Value
1. PICK TYPE
The first step in working out the rules for your new vehicle model is to
pick what type of vehicle it is. A summary of the different types of
vehicle is printed right. All you need to do is assign the vehicle to
the appropriate category!
All vehicles in Warhammer 40,000 have a type; for example a Land Raider
is a tank, a Dreadnought is a walker, and so on. Each of these
categories is described in the Warhammer 40,000 rulebook, and you should
refer to that for a fuller description of them. In addition, I've
added in two new categories you can use; flyers and immobile.
Flyers: A flyer is basically an aircraft - ie, something that can fly
along very fast in pretty much a straight line - as opposed to a skimmer
which is more
like a modern day helicopter. The rules for flyers are included in a
special
section at the very end of the vehicle design rules, to avoid cluttering
up the
core rules with special exceptions that will only apply to a very few
models.
Immobile: Immobile vehicles are, as their name implies, vehicles that
can't move, for example an anti-aircraft battery, or a defence laser
site. They
can have turrets and a crew to operate them, but unlike other vehicles
they I can't move from their starting location.
2. PICK SIZE
The next step in designing the rules for your new vehicle is to assign
it a size. A vehicle's size has a number of effects on the rest of the
rules that follow, for example determining how many weapons it can
carry.
Vehicles must be allocated one of the following sizes:
Small (ie, buggies, Land Speeders, Vypers, etc)
Normal (ie, Rhinos, Leman Russ, Land Raiders, etc)
War machines
War machines: Anything larger than 'normal' sized is a special type of
vehicle known as a war machine (ie, Baneblade sized and up). A number of
special rules apply to war machines. Rather than clutter up the main
Vehicle Design rules with lots of 'ifs and buts' about war machines I've
included all of the special rules that apply to them in a separate
section later on.
Size Guidelines: Playtesting has shown that some players can be a bit,
erm, ´creative' in allocating sizes to their models, for example calling
a small model a super-heavy vehicle. Please remember that the size you
allocate should be reflected in the physical size of the model itself -
in other words a small vehicle should be small, while super-heavy
vehicles and larger should be really big! To help, here are some
guidelines for you to use:
Small vehicles: Should be smaller than a Rhino model, about 3-4 inches
square or less.
War machines: Should be larger than a Land Raider, in other words larger
than 5-6 inches square.
Vehicles that are converted from an existing Citadel model should be the
same size as the prototype, unless you glue several models together.
For example, if you have converted a Chimera into the 'Super Zappy
Chimera' armed with an unfeasibly large gun, then it should remain a
'normal' sized vehicle. On the other hand, if you glued four Chimera
hulls together in order to make a vehicle,
then you could count it as a war machine.
3. PICK ARMOUR
All vehicles in Warhammer 40,000 have a set of Armour Values, even if
they are not actually 'armoured vehicles' as such. In this step you must
decide how much armour your vehicle has on each of its facings.
Cross-reference the size and type on the chart to find out how much
armour the vehicle can have. The combined total of the vehicle's front,
left, right and rear armour may not exceed this value. The number in
brackets is the highest value a single facing may have. The minimum
value a facing may have is 9. For example, a normal tank can have an
Armour Value of up to 14, but the total of all it's armour facings can't
exceed 56.
Armour Value Guidelines: Just as with size allocation, you should base
the amount of armour you give a vehicle on its appearance; if a vehicle
is clearly lightly armoured, or indeed not armoured at all, then you
should not give it a high Armour Value. On the other hand, if it's
covered in thick armour plate it should be well-armoured. Here are some
guidelines as to what Armour Values you should allocate:
Armour 9: This should be reserved for non-military vehicles with
no protection
whatsoever, for example a car or truck. Be aware that vehicles with this
Armour Value are horribly vulnerable to enemy shooting.
Armour 10: Unarmoured or very lightly armoured military vehicles
can have this Armour Value on any facing, and other armoured vehicles
will have it for lightly armoured rear and side facings. In addition,
strongly built civilian vehicles can have this Armour Value. For
example, a bulldozer could be Armour 10 rather than Armour 9 on most
facings.
Armour 11-12: Lightly armoured vehicles will have this Armour
Value on their front and side facings, while more heavily armoured
vehicles may have side and rear armour facings with this value.
Armour 13-14: Only heavily armoured vehicles will have Armour
Values this high, and then only on their front and side facings. Only
incredibly tough and well-armoured vehicles have an value this high on
their rear facing. Eldar vehicles should not be given Armour Values of
13 or 14 as they rely on more sophisticated forms of protection than
thick armour plate.
Existing Models: If your model is a converted Citadel vehicle, then it
should generally have the same Armour Values as the model it was
converted from.
You can add +1 to an Armour Value if you've added lots of extra armour,
and knock a point off if you've significantly reduced the armour on a
facing. As a
rule of thumb, though, it's best to leave the values as they are.
4 .PICK IF OPEN-TOPPED
OR FULLY ARMOURED
When designing a vehicle, you must decide whether it will be open-topped
or
fully armoured. When working out the pionts value of the vehicle, look
up
the total armour of all four facings on the Armoured/Open-topped
Vehicles
table and modify the points value appropiately. The points modifier is
not
used for flyers, which allways count as being fully armoured.
5. WORK OUT SPEED
Next you need to record the speed of the vehicle on its datafax. This is
very straightforward; just look it up by cross-referencing the vehicle´s
size and type on the Speed chart to see what speed it normally has.
Normal vehicles, walkers and fast vehicles follow the rules in the
Warhammer 40K rulebook, while agile, lumbering, immobile, and flyers are
new categories.
5.1 AGILE VEHICLES
... are quiet fast and manoeuverable, but don´t have the
straight line speed of a fast vehicle. They can move up to 6" and fire
all
weapons, or up to 12" and fire one. They may not move more than 12".
They can turn freely as they move, like most other vehicles.
5.2 FAST
The vehicle follows the rules for fast vehicles in the Warhammer 40K
rulebook, ie, it can ove up to 6" and shoot all weapons. up to 12" and
shoot one weapon, or up to 24" ans not shoot at all, and it may turn
freely
as it moves.
5.3 FLYERS
Like war machines, require rather a lot of special rules. These
rules are in a special section at the end of the rules.
5.4 IMMOBILE
VEHICLES
May not move.
5.5 LUMBERING
VEHICLES
Grind along at a slow and steady pace. These vehicles can
move up to 6" a turn. They must allways move straight ahead, and at the
end
of the move they can pivot up to 90 degrees. Lumbering vehicles can fire
all
their weapons even if they move.
5.6 NORMAL
These vehicles follow the standard Warhammer 40K vehicle movement
rules, ie, they can move up to 6" and fire one weapon, or up to 12" and
not
shoot any waepons, and may turn feely as they move.
The vehicle follows the movement rules for walkers in the Warhammer
40K rulebook, ie, it can move up to 6" and fire up to two weapons.
If stationary, it can fire all its weapons.
6. WORK OUT WEAPONS
Weapons are picked from the list of weapons. Weapons on a vehicle are
limited
to the weapons belonging to one race. In addition, you must use the
weapons for
the army´s race which the vehicle is been made for. Any race without a
codex may
yuse imperial vehicle upgrades until their own Codex comes out. Note
that the
Tyranids use the Bio-vehicle rules later in this book to design their
"vehicles".
Also, Orks may not use ´captured´ vehicles designed with the Vehicle
Design rules
for another race.
If you´re using a converted Citadel model then it will be easy to decide
what each
weapon on the vehicle counst as. If you´re using anything else, or have
scratch-built
a new weapon for a Ctadel model, then you should pick the weapon from
the list that
the model´s weapon most closely resembles.
This isn´t actually quiet as hard as it sounds, and as long as you are
consistent and
fair I doubt you will have any problems deciding ´what counts as what´.
It goes
without saying that any weapons you take for a model must be represented
on the model,
and, by the same token, any weapons shown on the model must be included
on the datafax.
6.1 WEAPON OPTIONS
Now, although the weapons list includes siutable ´stand-ins´ for
most weapons that can be mounted on a vehicle model, it has to be said
that there are
some weapons which aren´t well represented.
Rather than come up with a huge new list of weapons in a bid to cover
everything that
could be conjured up by the imaginations of some of the madder models
out there,
I have instead come up with a set of weapon options which can be used to
upgrade weapons
from the waepons list.
It has to be said that these options are rather generic and lack some of
the character
of a ´unique´ special weapon such as those we create when writing a
Codex, but it have
the benefit of being flexible and very easy to use.
Use the Weapon Upgrade Chart to determine what upgrades can be given to
differnt sorts
of weapons. The options that are available are listed in the Weapon
Option chart,
along the effect they may have on a weapon´s points value.
Most options can be combined (ie, you can have a twin-linked gatling
mega lascannon if you really feel you have to!), but options may not be
doubled up (ie, you can not have a mega, mega lascannon).
However, note that the gatling and the twin-linked upgrades may not be
combined with the blast upgrade (a multi-barrelled blast weapon counts
as a gun battery).
Add together the costs of the multipple upgrades. For example a
twin-likned, long barrelled, gatling, mega weapon should cost
50+50+150+150 = +400%, or five times the weapons original cost.
BLAST: The weapon gets a Blast marker if it doesn´t normally have
one. If it has a Blast marker, the Blast marker is upgraded to an
Ordnance Blast.If it already has an Ordnance Blast you have wasted the
points! This opyion may only be used for weapons on immobile vehicles or
war marchines.
CO-AXIAL WEAPONS: A ´co-axial´ weapon is one that is fixed beside
another weapon of a different type, a bit like a twin-linked weapon but
where two different types of weapons are used. For example, a tank
might have a turret mounted autocannon with a co-axial heavy bolter
mounted beside it. Any type of weapons may be fittet into a ´co-axial´
mount. Both weapons must fire at the taget unit, even if fittet to a war
machine. If a co-axial weapon includes an ordnance weapon, then if it
fires any other co-axial weapons cannot be used (including aother
ordnance).
TWIN-LINKED WEAPONS: As their name implies, are basically two
weapons mounted side by side. The rules for them can be forund in the
rulebook. Any weapom can be twin-linked if desired, but the model
representing must have two or three gun barrels.
GATLING WEAPONS: are basically an even bigger version of a
twin-linked weapon, with even more gun-barrels. Any weapons may put in a
gatling mount. This allows them to take D3 shots for each shot they
would normally fire (ie, a gatling heavy bolter would get 3D3 shots per
attack). Weapons with a template must place additional templates
touching the first using the rules for martars and other guess range
weapons. The model representing a gatling weapon must have four or more
gun-barrels.
GUN BATTERY: For barrage weapons only. The battery adds one extra
template when firing a barrage. Batteries may be ´stacked´ , ie, ´Gun
Battery (2)´ would add +2 templates. Each extra template requires an
additional gun barrel on the model.
LONG BARREL: Long barrelled weapons, as their name implies, are
much longer thar a normal version of the weapon. This allows them to
shoot further than the normal version, adding 50% to their range. For
example, a long barrelled autocannon would have a 72" range rather than
it´s normal 48" range. Long barrelled weapons must be at least twice as
the normal length for a weapon of their type.
MEGA WEAPONS: are simply huge versions of the weapons from the
standard weapon lists, for example a mega lascannon (for some reason
mega weapons proved an extremely popular option with the testers of
these rules). Only weapons fittet to war machines or immobile vehicles
may be upgraded to mega weapons. Mega weapons increas their streght and
armour piercing by one point each, so the mega lascannon mentioned above
would have a stregth og 10 and a AP of 1.
SHORTER BARREL: The waepons range is halved.
SLOWER RATE OF FIRE: The numbers of shots is reduced by 1 or more
to a minimum of 1.
TITAN-KILLER: May be applied to mega-weapons only. Causes D3
structure points of damage per hit, rolling seperately on the damage
table for each point. Each hit will knock down one shield.
CLOSE COMBAT OPTIONS: If you wish, vehicles can be armed with a
close combat weapon of some kind or another. In Warhammer 40K the only
vehicles that really have close combat weapons are walkers but, as this
may not be the case with scratch-bulit or converted models, we´ll asume
any vehicle can have them. Vehicles (apart from walkers) armed with
close combat weapons can fight in close combat, but combat resluts are
not worked out (ie, they get to fight but otherwise the rules for
vehicles in close combat apply). The WS of the vehicle is shown a chart
in a section of the rules, and is used for working out it´s chance to
hit and the cost of the weapon.
Small an normal sized vehicles may be given close combat weapons, power
weapons, or Dreadnought close combat weapons. War machines may only be
given war machine close combat weapons.
The cost of weapons carried is based on the WS of the vehicle, and
numbers of attacks it can make.
7. WORK OUT
CHARACTERISTICS
The next you need to do is record the race of the vehicles crew and
their characteristics on the datafax. With the exception of vehicles
armed with close combat weapons, all you need to record is the vehicles
BS.
For a vehicle armed with close combat weapons you need to write down the
vehicle´s WS, BS, I, S and A. The characteristics depend on the race of
the crew and are listed on the chart.
8. ADD SPECIAL OPTIONS
The penultimate thing to record on your vehicle's datafax are any
special options. These are ´special abilities' that have not been
covered by the options taken so far, such as being able to transport
troops, being open- topped, having protective energy fields and so on.
The options that are available are described below. As with all the
rules so far, anything you pick should 'fit' with the vehicle model you
have made; for example, you shouldn't give it a transport capability
unless the model you have made is clearly capable of transporting
troops.
By the same token, a vehicle which clearly has one of these options
should have it recorded on its datafax, so if you have a model that is
obviously an open-topped vehicle then you have to take that option for
it. Enough waffling, especially about such common-sense issues -
here are the
special options.
Amphibious Craft: Amphibious craft are designed to work on water,
or what passes for water on alien planets. Amphibious craft treat water
(or its equivalent) as clear terrain when they move. Amphibious craft
that can't leave the water (ie, boats or ships) may ignore the extra
points normally charged for this upgrade.
Carriage: Allows vehicle to be towed (see the tow-bar special
option). This option can only be given to immobile vehicles.
Codex Vehicle Upgrades: The vehicle may be given appropriate
vehicle upgrades from the Codex of the army it has been designed to
join. Note the word 'appropriate', and remember that all vehicles must
be WYSIWYG. See the appropriate Codex for descriptions and special
rules.
Eldar Fields: The Eldar race is sophisticated and
technologically advanced, and their vehicles are often protected by
energy or holo fields. Eldar vehicles can have a field which provides a
4+ invulnerable save against any glancing or penetrating hits (from
shooting attacks only). They can be fitted to any Eldar vehicle that is
at least of normal size. Eldar energy fields don't work against close
combat attacks and no more than one may be fitted per facing.
Ferocious: This option may only be used for vehicles with close
combat weapons. In close combat the vehicle becomes a whirling maelstrom
of destruction. To represent this, add +1 to the vehicle's Attacks
characteristic. This option doesn't cost any extra points per se, but
the extra Attack must be taken into account when working out the cost of
the vehicle's close combat weapons.
Imperial Fields: Imperial Titans and some other vehicles or fixed
defence sites are protected by a form of energy field called a void
shield. These can't be fitted to most vehicles as they need large plasma
reactors to power them. Imperial Fields absorb the damage from one
glancing or penetrating hit (from shooting attacks only) and then 'go
down' as they dissipate the energy that was absorbed. The Imperial
player can roll to repair downed fields at the start of each of his
turns. Roll 1 D6 per field, and it comes back on line on a roll of 6+.
Fields can only be fitted to war machines.
Orbital Lander: This vehicle is dropped from orbit to land on
the battlefield. Such units may always be placed in reserve, even if
reserves are not normally allowed by the scenario being played, and
enter in the player's turn using the Deep Strike rules.
Ork Fields: Ork Mekboyz seem to have an innate ability to
construct energy fields in a bewildering variety of types and forms. For
the purposes of these rules they all work in the same way as Imperial
Fields, but can't be repaired. They can be fitted to any Ork vehicle
that is at least of normal size. Vehicles with more than one Structure
point (see the War Machine rules later on) may have up to one field for
each Structure point.
Recovery Vehicles: It's not uncommon to see vehicles that have
been converted into armoured recovery vehicles (or ARVs) of some
type or another. ARVs are used to take damaged vehicles back to a repair
depot where they can be fixed and sent back into action. They can also
be used to move a completely destroyed vehicle out of the way if it is
blocking movement. An ARV can drag any destroyed or immobilised vehicle
(friend or foe) that they start the turn in base contact with. Both
vehicles may move up to D6" and must remain in base contact at the end
of the move (please use common sense here when moving the vehicles!).
Neither vehicle may shoot in the same turn that they are towing or being
towed, except that the vehicle being dragged can fire one weapon at the
ARV if it's able to.
Skimmer: This vehicle is a skimmer.
Souped-Up Engine: Some vehicle engines can be souped-up to make
them faster. Flyers, immobile vehicles, and any vehicle with 51-56
points of armour may not be given souped-up engines. War machines and
walkers with souped-up engines always count as being agile. Small and
normal sized vehicles refer to the chart. Cross-reference the amount of
armour the vehicle has with the 'Ground' or 'Skimmer' column, as
appropriate, to find out the vehicle's speed. For example, a skimmer
with 46 points of armour is fast, while a ground vehicle with 46 points
of armour would be agile.
Targeter: Vehicles often have a targeting matrix, optical
enhancement system or other device to increase the chance of their guns
hitting. This must be represented with some sort of radar dish, sensor
or gunsight on your model. This upgrade can only be given to Imperial
and Eldar weapons with a BS of 3.A targeter increases the crew's BS by
+1. All guns on the vehicle now cost the corresponding higher price for
tie new BS.
Tow-Bar: Allows vehicle to tow other vehicles that have a
'carriage'. Whilst towing, a vehicle cannot move more than 6" a turn. To
limber or unlimber a lowed vehicle takes a full turn. Neither vehicle
may move or fire while limbering/unlimbering is taking place.
Transport: This option allows the vehicle to transport 11 normal
sized models. Small vehicles may carry up to six normal sized models.
Vehicles with more than 1 Structure point (see the War Machine rules
later on) may transport an extra five models for each Structure point in
excess of 1. Models that are Terminator sized or larger count as two
models against the limit that may be carried. Walkers or other vehicles
of up to normal size may be carried, taking up live spaces if small and
ten if normal sized, but only if the transport vehicle is large enough
to carry them and they could fit through the entry hatch. Vehicles being
transported in another vehicle, which is destroyed will also be
destroyed. In addition, infantry being transported in a flyer that is
destroyed are killed in the crash.
Tunnellers: Tunnellers, as their name Implies, are capable of
burrowing tough the ground. They are generally used to transport troops
and launch surprise attacks by suddenly surfacing from below where the
enemy least expects them. Any tanks or light vehicles may be given a
'tunneller' option. Such units may always be placed in reserve, even if
reserves are not normally allowed by the scenario being played, and
enter play using the Deep Strike rules.
Wreckers: Some vehicles are fitted with things like wrecking
balls, big grabby claws, enormous drills etc. These may only be used to
attack terrain features or immobilised vehicles that are in base contact
with the wrecker vehicle. Targets that will fit completely under an
Ordnance template are destroyed on a roll of 6 on 1D6. Larger targets
cannot be affected in the time frame of the game.
9. WORK OUT COST &
CATEGORY
The final thing you need to do in order to get your vehicle ready for
its tabletop debut is to work out how many points it costs and what
category it belongs to with regard to using up 'slots' on the Force
Organisation chart (ie, does it count as Heavy Support, Fast Attack, and
so on). Working out the points cost is a somewhat arcane process, and
requires the use of a calculator, but I'm
sure you'll muddle through somehow!
Before getting stuck into the nitty-gritty of how you actually calculate
the points, I should point out that I've tried to create a system where
you pay over the odds in terms of points for vehicles you design
yourself. So, if you run an 'off the shelf´ model through the points
cost procedure, you should find that it
comes in at more than the points listed for it in the army lists. This
compensates for the fact that vehicles you design yourself can be made
exactly to suit the role you plan to use them for in a game. To work out
the vehicle's points cost, just follow and add together the costs
listed on the summary sheet overleaf to find out the total cost of the
vehicle.
GET PLAYING!
Well, what are you waiting for? Work out your vehicle, write down its
details on your datafax, and get playing! After the summary are
appendices covering extra rules for war machines and flyers.
DESIGNING VEHICLE VARIANTS
One thing that many players have tried to do with these rules is to use
them to
modify the characteristics of existing Warhammer 40,000 vehicles. This
is fine in principle, just so long as it doesn't break the rule that all
vehicles created using the Vehicle Design rules are ´Wysiwyg' models.
What this means for variants of existing vehicles is that any and all
changes you make need to be blatantly obvious, and the finished model
must clearly be different from the 'standard model'. Although there are
some examples of vehicle variants in the Codexes that have thicker
armour which is not shown on the model per se (eg, the Leman Russ
Demolisher), you are NOT allowed to do this when using the vehicle
design rules to create your own vehicles, and any extra armour must be
shown in
some way on the finished model. For example, say you decided to design a
new version of the Leman Russ, with a galling lascannon in the turret
and a souped-up engine to make it agile. Such a model would need both
modifications clearly shown upon it; it would need at least a
triple-barrelled lascannon for the turret, and the rear engine casing
would need to show the improved engine. Do both things and you'll
clearly have a different Leman Russ variant, and the model would be
legal as far as the Vehicle Design rules are concerned. Scrimp on either
these things and you would be breaking both the letter and the spirit
of the rules. If you really have trouble with this concept, then take a
look at some of the Forge World vehicle variants, and note how all of
the changes to the standard rules for the vehicle are 'driven' by
changes to the appearance of the vehicle. This concept lies at the heart
of the GW hobby; what we do is 'model driven', in that the rules come
from the models, not the other way around. Bear this in mind when
designing variants of existing vehicles and you won't go too far wrong.
One final caveat to this section: if you find yourself designing a
vehicle variant because of its effect in game terms rather than because
you think it'll look great, then you still haven't quite understood the
spirit in which these rules are written. 'Muff said, I hope. Have fun!
APPENDIX ONE - WAR
MACHINES...
As noted at the start of the Vehicle Design rules, any extremely large
vehicles are collectively known as war machines. The following special
rules apply to them. War machines fight in their own 'army', fighting
alongside another army as a separate detachment, as described
on page 131 of the Warhammer 40,000 rulebook. This limits their use to
either fighting on their own, or in games of 2,000 points plus per side.
War machine detachments consist of up to three war machines of (more or
less) the same type. Structure Points: War machines are so large that
they can absorb damage that would destroy another vehicle. To represent
this they must be given 2 or more structure points, which equate roughly
to wounds for other models. Basically, the more Structure points a
vehicle has, the bigger it is. Here are some examples based on Imperial
vehicles:
Baneblade Super Heavy Tank: 3
Warhound Scout Titan: 3
Reaver Titan: 6
Warlord Titan: 9
Energy Fields: Ork and Imperial war machines are often protected
by two or more sets of energy fields. Epic 40,000 is a useful reference
for the number and type of protective fields carried by war machines. A
war machine can never have more than one protective field per Structure
point.
War Machines and Difficult Terrain: War machines can ignore low
walls, hedges, bushes and rubble - there's no need to test for these at
all. Going through other difficult terrain they test as normal. However,
if they roll a 1 instead of being immobilised, they lose D3" of
movement, just as if they had suffered an 'Engines Damaged' result
on the damage tables.
Tank Shock and War Machines Assaults: Enemy infantry must test at
-1 to their Leadership value if they are Tank Shocked by a war machine.
Ordnance: War machines may fire Ordnance and still fire other
weapons. They may fire Ordnance even if they move.
Targeting: War machines can engage more than one target unit if
desired. Instead of picking a target for the war machine, pick a target
for each weapon on the war machine.
Close Combat Attacks: War machines can tank shock an enemy in the
Movement phase. If the enemy pass their Morale check then the war
machine moves into contact with the enemy unit and must fight a close
combat against it in the Assault phase. This is the only way that war
machines can enter close combat though they can be assaulted by enemy
units in their turn as normal). Being in close combat does not stop the
war machine shooting, and it may fire at the unit it is assaulting if
desired.
War machines are allowed to 'barge into' enemy infantry units rather
than stopping when they contact the first enemy model. Keep moving the
war machine until it completes its move, moving enemy models out of the
way as required. Any models moved out of the way should be placed back
on the table so that they are touching the war machine. War machines
can't barge other war machines out of the way.
In the Assault phase a war machine that Tank Shocked the enemy receives a
number of bonus close combat attacks. These represent the chance of the
victim either getting stomped upon or crushed under the war machine's
tracks, wheels, etc, and are only ever received in the war machine's
turn; if the war machine is assaulted by the enemy in the enemy turn, it
does not receive any bonus attacks.
The number of bonus attacks is equal to the number of enemy models or
vehicles that are in base contact with the war machine (ie, each enemy
touching the war machine is attacked once). All bonus attacks count as
having a WS of 1, no matter what the actual WS of the war machine, and
have a Strength of 5 plus 1 for every 3 Structure points the war machine
had at the start of the battle (round fractions of 3 down). Roll to hit
and damage normally. All war machine close combat attacks ignore armour
saves, and roll 2D6 for Armour Penetration.
Opponents that fight a round of close combat against a war machine and
fail to destroy the war machine (quite a likely occurrence!)
automatically fall back unless they are a vehicle or another war
machine. War machines may never pursue or consolidate - they remain
stationary.
War Machine Close Combat Weapons: War machines that have close
combat weapons may use them in addition to their bonus attacks. War
machines with close combat weapons receive a number of attacks with them
equal to the number of close combat weapons carried plus one. Look up
the war machine's Weapons Skill and
Initiative in section six of the Vehicle Design rules. War machine close
combat weapons give the war machine a Strength of 10. Any glancing or
penetrating hit causes an additional D3 Structure points of damage
against an opponent, in addition to any damage rolled on the Damage
table. War machine close combat weapons may only be used against enemy
vehicles, war machines and monstrous models.
APPENDIX TWO -
FLYERS...
The Vehicle Design rules introduce a new 'type' of vehicle called a
flyer. These are similar to skimmers in that they are capable of flight.
The main difference between a skimmer and a flyer is that fliers have
to make an 'attack run', flying on at one table edge and then hurtling
in a straight line very fast over the table before zooming off another
table edge, all in the course of less than a turn, while a skimmer can
'loiter' and stays in play. Some examples of Warhammer 40,000 flyers are
included in Epic 40,000 and Battlefleet Gothic.
As you might expect, flying vehicles require rather a lot of special
rules to cover their movement. They start a long way off the table, and
then basically carry out an 'attack run' by flying over the table in a
straight line. The following rules explain how this works.
Starting The Attack Run: Flyers always start the game in reserve,
even in scenarios that do not normally allow reserves to be used. Roll
the dice for them each turn, starting with the second turn, as you would
normally for a reserve unit. When the flyer appears, place it on any
table edge, facing in the direction you wish it to fly. It will not
actually move until your opponent's turn, but placing it like this
equates to the opposing army hearing the flyer and seeing it appear on
the horizon! Because it hasn't really reached the table yet the flyer
may not shoot or be shot at until it makes its attack run.
Making The Attack Run: A flyer makes its attack run after the
opposing player's Movement phase, but before their Shooting phase - in
affect you 'interrupt' their turn to let the flyer make its move. (If
several fliers all arrive at
the same time, make their moves in any order you like and then move onto
the Shooting phase.) Move the flyer in a straight line any distance you
like across the table. The flyer will get to make its attack at the end
of your opponent's Shooting phase, after the opponent has had a chance
to fire at it. After making the move, play returns to your opponent's
Shooting phase. Enemy units shoot normally, or can target the flyer if
preferred. The flyer can be shot at by any weapons apart from ordnance
and barrage weapons. Measure the range to the flyer's base, or to any
position the flyer occupied during its move before it reached its final
position (ie, the shots can be assumed to have taken place as the
aircraft moved). However you must add 12" to the range measured, to
represent the extra distance upwards. So a range measured at 3" would
become 15", meaning a pistol, for example, would be out of range. Roll
to hit the flyer, but because it is moving so fast it will only be hit
on a roll of 6, no matter what the BS of the model making the attack.
Then roll for damage normally, counting the flyer as a fast-moving
skimmer (ie, all hits are glancing). Stunned and Shaken results on the
normal Damage tables, and Driver Stunned and Engine Damaged results on
the War Machine Damage tables stop the flyer from attacking but have no
other effect. Immobilised results destroy the flyer. Note that the line
of sight can never be blocked between a flyer and a target, either
when it attacks or when it is shot at. Assuming the flyer isn't shot
down or suffered a stunned or shaken result, then it can make its
attacks after your opponent has finished his Shooting phase. The flyer
may pivot up to 450 either before or after making the attack (but not
both). A flyer may shoot all of its weapons, even though it has moved.
All weapons must be fired
directly forward in the direction that the flyer is pointing. Measure
the range from the flyer's base to the target, but do not add 12" to the
range this time (the flyer's attack doesn't have to work against
gravity). Then make the attack using the normal shooting rules. After
the flyer has made its attack, it flies in a straight line off the
table.
Additional Attack Runs: The flyer can make further attack runs.
Roll a D6 at
the start of the next friendly player turn, and on the roll of a 2+
position the flyer on the table edge in the same manner as when it first
appeared. On a roll of 1 the flyer doesn't return this turn, but you
may roll again for it in your own next turn.
NEW WEAPONS & RULES
Many of the flyer models I've seen are armed with rockets or bombs that
are carried under the wings. How these work in game terms is described
below.
These weapons may only be fitted to flyers.
Bombs: Bombs have the same effect as mortars (Guess 48", S4, AP6,
Heavy 1 Blast, may pin). If a flyer releases several bombs at the same
time, count each as a separate mortar in a 'battery'. Each bomb carried
may be used once per battle. They cost 5 points each.
Big Bombs: These work in the same manner as a normal bomb, but it
have the same effect as a Griffon Mortar (Guess 12-48", S6, AP4,
Ordnance 1 Blast). They cost 20 points each.
Rockets: Rockets have exactly the same effect as hunter-killer
missiles (unlimited range, S8, AP3, Heavy 1). Each rocket may be used
once per battle, costing 10 points each.
Smart Bombs: A bomb or big bomb can be upgraded to a smart bomb
for +50% cost. A Smart Bomb works in the same way as a normal bomb,
except you may reroll the Scatter dice if you doesn't like the first
result (you must accept the second roll though!).
Anti-Aircraft Mounts: An anti-aircraft mount, as its name
implies, is a mount that allows a weapon to be fired at flyers more
easily than would normally be the case. Any weapon may be fitted in an
anti-aircraft mount at +50% to its
normal cost. An anti-aircraft mount allows the weapon to shoot at flyers
using its normal BS, rather than only hitting on a 6. It also allows
ordnance and barrage weapons to fire at fliers (you hit if the flyer is
over the marker,
but can't hit ground targets as well). Weapons fitted in anti-aircraft
mounts
may not fire at all if the vehicle moved, and preclude the use of any
other weapons on the vehicle in the turn that they fired, unless they
are fitted to a war machine.
Orbital Landers: If a flyer is given the orbital lander upgrade
then it will fly
down from orbit to land on the battlefield, a bit like the space
shuttle. When the flyer arrives it makes an attack run just like any
other flyer. However, rather than firing its weapons it is allowed to
land on the table. If it chooses to land then it may not shoot. While it
is landed, a flyer can't move but may shoot like a normal vehicle. It
may not use bombs or rockets while landed! Assuming it has a transport
capacity, then any passengers may disembark, and new passengers may
embark into the flyer using the normal rules. If the flyer is fired upon
while landed then the enemy roll to hit normally; they don't have to
roll a 6 to hit a landed flyer. A landed flyer may take off again in any
enemy turn, after the enemy has had their Shooting phase. A landed
flyer then takes off immediately and leaves the table in the same manner
as if it were completing an attack run (ie, it flies off the table in a
straight line).
DARK ELDAR VEHICLE
UPGRADES
By Gav Thorpe (based on ideas by several dark contributors).
Since Codex Dark Eldar was released, we've had a steady trickle of
correspondence bemoaning the lack of vehicle upgrades in the Dark Eldar
army list. Well, I've butchered and cannibalised the best ideas we've
received into the following list. Thanks to everyone who sent in
suggestions.
A Raider can take any of the following vehicle upgrades. A Ravager may
not take Scaling Nets, Slave Snares, Torture Amp or Trophy Racks. The
points values are different for Raiders and Ravagers, as shown in the
entries below, with the points values for Raiders first and for Ravagers
second.
Horrorfex ............ 5 pts/5 pts
As the vehicle falls upon its foes, arcane grenades made from captured
Eldar wraithbone sow discord and terror within the enemy's ranks. The
vehicle is fitted with a larger version of a Terrorfex, which can be
fired instead of another of the vehicle's weapons in the Dark Eldar
Shooting phase. It has the same effect as a Terrorfex (see page 15 of
Codex: Dark Eldar) except that is has an 18" range.
Night Shield ........15 pts/20 pts
The vehicle's open deck is covered by a wide-area shadow field,
enveloping the vehicle in darkness and hiding its true location. This
has the effect of adding 6" to the range from enemy units wishing to
fire at a vehicle with a Night Shield. This may put the vehicle out of
range, in which case the shooting automatically misses. The extra
distance is also counted for working out if the vehicle is within Rapid
Fire range. It has no effect on template, ordnance or barrage weapons.
The Night Shield does affect whether the vehicle can be seen in a Night
Fight.
Scaling nets .... .5 pts/unavailable
A web of netting hangs to the ground from the Raider, allowing its
passengers to get on and off more swiftly. A unit may embark or
disembark onto or from the Raider at any point during its move, rather
than just at the beginning or the end. They may not do this if it will
be moving over 12" in total that turn, and they cannot move before
embarking or continue to move after disembarking as it is a moving
vehicle. However, the nets also provide easier access for foes, and any
enemy unit attacking the Raider in close combat hits on a straight 4+,
rather than the 6+ usually needed for skimmers. A Raider with Scaling
Nets cannot have Scythes or Slave Snares.
Screaming Jets ......15 pts/10 pts
The vehicle is fitted with additional high-powered jet engines, which
allow it to drop from the skies with a characteristic screaming wail. A
vehicle fitted with Screaming Jets can Deep Strike if the scenario
normally allows Deep Strike to be used. The vehicle counts as moving
over 6" on the turn it arrives and troops on board may not disembark
that turn.
Scythes ............10 pts/10 pts
The vehicle has been fitted with blades along its hull, making it a
risky prospect to attack in an assault. Any enemy model that rolls a 1
to hit when
attacking the vehicle in an assault suffers a Strength 5 hit, with
normal armour saves allowed.
Slave Snares .. .15 pis/unavailable
The Raider trails numerous long chains and whips, each lined with barbs
and hooks to pluck unwary foes from the battlefield as it swoops past.
If the
Raider passes over an enemy unit during the Movement phase, and does not
move more than 12" in total, the unit takes D6 Strength 4 hits, with
normal armour saves allowed. Models removed as casualties are treated as
prisoners for Victory Points purposes. Slave Snares have no effect
on vehicles. Any casualties lost by a unit in the Movement phase are
added to casualties from the next Shooting
phase for the purposes of working out if they have lost 25% casualties.
Torture Amp ... .10 pts/unavailable
During battle a Haemonculus tortures captured slaves and traps their
screams in special voiceboxes. These cries of agony are filtered
through complex ojectors to create a wave of terrifying sonic energy
around the vehicle, which can scatter enemy units. A vehicle with a
Torture Amp is able to Tank Shock, even though it is not a tank.
Trophy Racks .. .10 pts/unavailable
The Raider is adorned with skeletons and skulls impaled on staves, while
prisoners taken in battle are tied to its decks with barbed filaments.
The
enemy troops find this immensely disturbing and threatening, so any
enemy unit with a model within 6" of the Raider must subtract -1 from
its Leadership value. Note that a unit suffers a maximum penalty of -1
to its Leadership regardless of the number of Raiders with Trophy
Racks within 6".