Vehicles have special rules for movement, combat, transport
and damage. Cars, tanks, trucks, speeders, dreadnoughts, and
titans, are all classified as vehicles. Bikes are treated as Mounts.
Mounts are treated as troops, NOT vehicles (see Main
rules for details).
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1 per 1" |
| BACKWARD | 2 per 1" |
| TURN 45 D. | 2" |
SPLIT MOVE. Vehicles with 2x move values
may move the value listed, spend an action, and move the value listed again
(good for drive-by attacks).
JUMPS. Vehicles may attempt jumps just like
infantry: Roll 1 red for every 4" the vehicle moved in a straight line
before jumping. Vehicles with only 1 armor may reroll one die of
their jump rolls! INDOORS. Vehicles may not move inside
of buildings. Compact vehicles (including Mounts)
may move inside of buildings through a forced entry, but do not receive
any cover bonus for being indoors. They may go up stairs and across catwalks,
but may not climb ladders.
BLIPS. Vehicles except Fliers may reveal blips
by moving past them. Models inside the vehicle may not normally pick up
blips.
FALLING: If a vehicle falls (from driving off
a cliff, for example) it takes damage when crashing. Roll 1 red for
every 3” fallen, +1, vs. armor.
OVER-RUNNING: A vehicle may over-run troops in its path during movement by paying movement for each model overrun (see table below). The vehicle rolls it's MELEE value against the defender’s melee as a standard contested roll. If the defender wins, deduct the vehicle's armor from the damage done. Note that this ignores the normal "max damage = graze" rule for defensive melee. If the defender survives, place them to the closest side of the vehicle. The over-running vehicle may continue with its movement if able, even if it lost the melee.
RAMMING: If a vehicle collides with a structure or another vehicle, it is a ram. Rams deduct 5" of movement from a vehicle if it has any left at the time of ram. Vehicles roll their MELEE vs. the other's armor. Buildings and wrecked vehicles roll 1 red, +1 / armor, vs. the vehicle's armor. These rolls are mutual (not contested), so both could potentially take damage! Flying vehicles may not be rammed, except by another flyer. The ramming vehicle must deduct 5" from it's move as a result of the ram, and may continue movement (if it has any left) ONLY if it has destroyed it's opponent or if the opponent is a smaller vehicle (in which case it will push the smaller vehicle aside). (Smaller vehicle = a vehicle with half or less starting Damage Points than the rammer.)
TARGET MOVE COST SMALL FREE NORMAL 1" HEAVY 2" BIG / MOUNTS 3" RAM 5"
SHOOTING: Vehicles have armor values just like troops. All vehicles are considered BIG targets; they may not take cover (except from smoke or darkness), and may not hide. They ignore knock-back. Line and area effect weapons do not roll extra dice against the vehicle. +P weapons add +1 to their roll against the vehicle. Any graze does 1 hit to the vehicle. Weapons with areas of effect may target a single vehicle, in addition to any models in front of the vehicle. The vehicle blocks the shot from targeting models any further away. Models behind the vehicle, and models in open transport may be targeted if in line of sight, but this attack cannot include the vehicle itself or any models in front of the vehicle. Models behind the vehicle are considered in front cover. Models in an open transport vehicle are considered in full cover.
RUSHING: If a troop attacks a vehicle in melee, roll the attacker’s melee against the vehicle’s melee as normal. If the attacker wins, deduct the vehicle's armor from the damage. Flying vehicles may not be rushed.
TROOP TRANSPORT: Some vehicles have the capacity to transport models, in either an open or closed transport space. Troops must spend a full move to move into or out of a friendly vehicle’s transport space. The vehicle may NOT take extra move on any turn they pick up or drop off troops. Heavy and Big models may only be transported in Open transport space unless otherwise noted. Heavy troops take up 2 normal spaces, Big models take up 3 normal spaces.
Troops inside a closed transport are treated as out of line of sight. Troops inside open transport are treated as in full cover. Models inside vehicle transport may not be attacked in melee unless the attacker boards the vehicle (see boarding, below). Models in open transport may fire their weapons at outside targets if the vehicle does not take extra move. They may not normally melee targets outside the vehicle.
BOARDING: Models adjacent
to an OPEN enemy vehicle may attempt to board it. Boarding attempts are
counted as a full move. The model must make a jump roll of 3” to
successfully clamber up the side of a vehicle which can still move. A model
may also board from an adjacent vehicle; this reduces the jump roll to
1” (this jump is not automatic). If the jump is missed, the boarder
must take a stun. Flying troops need only land in an open vehicle
to board it. Place successful boarders in the open
transport area if there is room.
ONCE BOARDED: A boarder can add +1 to any attacks
against the boarded vehicle. Models which have boarded a vehicle
may fire at or melee any enemy models in the open transport section and
vice-versa. Treat the open transport section as mixed forces.
Friendly models may board a vehicle to fight enemy boarders.
CLOSED VEHICLES: Closed vehicles cannot be boarded
except by models with the Climb or Latch On ability. Treat as a normal
boarding, except they may not attack or be attacked by troops inside
the closed vehicle.
FLYERS: Flyers may move, and end their move, anywhere in the
air at any height. They cannot normally ram or be rammed. If
a flyer is destroyed, it will crash. The Enemy player may choose
a target spot for the crash anywhere within half the vehicle's move distance
(not counting height as part of the distance). Deviate OOO"
from the target spot, and treat at as an Explode result, but roll
OOO+1.
WINGED VEHICLES: Winged vehicles are flyers that
must keep moving to stay aloft. These vehicles MUST move a minimum
of half their speed every turn. They must move at least 6" straight forward
between each turn. They cannot move in reverse.
DROP PODS: Drop pods are treated as vehicles, except they cannot move. Drop pods must always arrive on the second turn of the game. Nominate a target spot to land- the pod will ALWAYS deviate 2d6" in a random direction. Assume anything under a 2" template is hit by the pod when it lands. If it hits a vehicle or building, treat as a RAM! If there are any troops underneath, treat the pod as a 3" blast weapon, rolling three reds.
TITANS: Titans are so massive, it takes 10 points of damage before they take a damage card instead of the usual 5.
STOCK CREW: Stock crew are crew that come with a vehicle, and are not indicated in the transport space on the vehicle chart (the driver of a Rhino, for example). Stock crew may never leave the vehicle. If the vehicle is destroyed, the stock crew are lost with it.
VEHICLE EQUIPMENT CARDS:
Vehicles can be equipped with additional equipment
at a cost of 3 points per card. Equipment cards can be discarded in lieu
of taking 1 hit: reduce the incoming damage by 1 hit for each equipment
card sacrificed (may not be used after discarded).
Vehicle Statistic Charts Vehicle
Weapon Charts
These include all information needed to run any given
vehicle.
Vehicle Damage Cards
Vehicle Equipment Cards
(NOTE: the numbers at the bottom of some cards are the
maximum number of that card you can put on any one vehicle. Otherwise,
you may apply as many of that card as you like, with cumulative effects.
Bikes may take 1 card max). Cards cost 5 points each.
FOLLOWING ARE THE STATS FOR
MANY VEHICLES USED IN RULES CRUSADE.
TRANSPORT: Number of troops vehicle may
carry. C=closed transport. O=Open transport (troops have
cover).
WEAPONS: Weapons that rapid fire may do
so at up to 12". Basic weapons may SNAP FIRE.
FLYERS: may not move in reverse and cannot
reveal or pick up blips. Flying vehicles may not be rushed, rammed, or
boarded except by flyers.
IMPERIAL GUARD VEHICLES
| VEHICLE | M | A | H | MELEE | TRANS. | WEAPONS, notes | PTS. |
| CENTAUR | 12 | 2 | 14 | OO+1 | -- | Battle Cannon,Storm Bolter | 20 |
| CHIMERA | 12 | 2 | 12 | OO+1 | 12/C | Autolaser, Heavy Bolter, 2 x Gunport Card | 30 |
| LEMANN RUSS | 12 | 2 | 16 | OO+2 | -- | Battle Cannon/Thunderer, 3x Lascannon | 40 |
| BASILISK | 10 | 2 | 12 | OO+1 | (2/O crew) | Earthshaker, Heavy Bolter | 25 |
| HELLHOUND | 12 | 2 | 12 | OO+2 | -- | Inferno Gun, Heavy Bolter | 20 |
| GRIFFON | 12 | 2 | 12 | OO+1 | (2/O crew) | Thunderer, Heavy Bolter | 20 |
| BANEBLADE | 8 | 3 | 24 | OO+3 | 4/C | Battle Cannon, 3x Lascannon, Thunderer, 3x Storm Bolter | 100 |
| WARHOUND | 12 | 4 | 50 | oooo+6 | -- | 2x Titan weapon. 1x Heavy Weapon. TITAN. | 300 |
| VEHICLE | M | A | H | MELEE | TRANS. | WEAPONS, notes | PTS. |
| RHINO | 14 | 2 | 12 | OO+1 | 10/C | Storm Bolter | 20 |
| WHIRLWIND | 12 | 2 | 12 | OO+1 | 5/C | Multilauncher | 30 |
| VINDICATOR | 12 | 2 | 12 | OO+1 | 5/C | Storm Bolter, Thunderer | 30 |
| RAZORBACK | 12 | 2 | 12 | OO+1 | 5/C | Storm Bolter, Vehicle Weapon. | 30 |
| PREDATOR | 12 | 2 | 16 | OO+1 | -- | Vehicle weapon, 2x Heavy Weapon. | 35 |
| LAND RAIDER | 12 | 3 | 12 | OO+3 | 10/C* | 2x twin lascannon, Heavy Bolter | 60 |
| LANDSPEEDER | 2 x 8 | 2 | 6 | oo | -- | Heavy Weapon, Heavy Weapon. Flyer. | 20 |
| DROP POD | (sp.) | 2 | 12 | OO+2 | 10/C | Heavy Weapon | 20 |
| DREADNOUGHT | 10 | 3 | 7 | OO+4 | -- | Basic Weapon, Vehicle Weapon | 30 |
| FURIOSO " | 12 | 3 | 7 | OOO+6 | -- | Basic Weapon x2 | 30 |
| SUPPORT " | 10 | 3 | 7 | OO+2 | -- | Vehicle Weapon x2 | 30 |
| RAPTOR | 2 x 10 | 2 | 12 | oo | 6/C | VT (Twin hvy Bolter). Flyer. | 50 |
| THUNDERHAWK | 2 x 8 | 3 | 18 | OO+1 | 20/C*, or 1Rhino | Battlecannon, 4x Twin Heavy Bolters. Flyer. | 90 |
| VEHICLE | M | A | H | MELEE | TRANSPORT | WEAPONS, notes | PTS. |
| BATTLEWAGON | 12 | 2 | 14 | OO+3 | 8/O | -- | 20 |
| GOBSMASHA | 12 | 2 | 8 | OO+1 | 8/C | Battlecannon | 30 |
| WAR BUGGY | 16 | 2 | 6 | OO | -- | Heavy Weapon | 15 |
| TRUKK | 14 | 2 | 8 | OO+1 | 6/O | Heavy Weapon | 20 |
| SQUIGGOTH | 12 | 2 | 12 | OOO+3 | 5/O | Heavy Weapon | 25 |
| BOMMA | 36F | 1 | 12 | oo | (1/C crew). Winged. | Heavy Weapon, 6x Bomb | 25 |
ELDAR VEHICLES
| VEHICLE | M | A | H | MELEE | TRANSPORT | WEAPONS, notes | PTS. |
| VYPER | 2 x 8 | 1 | 5 | -- | -- | Basic, Heavy Weapon. Flyer. Jink. | 20 |
| FALCON | 16 | 2 | 12 | OO +1 | 10/C | Lascannon, Multilaser, Shurikat | 35 |
| FULCRUM | 16 | 2 | 12 | OO +1 | 10/C | Superlaser, Shurikat | 30 |
| TEMPEST | 12 | 3 | 12 | OO +2 | -- | Pulsar, Shurikannon, 6x Shurikat | 75 |
CHAOS VEHICLES
| VEHICLE | M | A | H | MELEE | TRANSPORT | WEAPONS, notes | PTS. |
| BLOOD CAULDRON | 12 | 2 | 14 | OO+2 | -- | Inferno Gun, 2x Bolters | 25 |
| KHORNE CANNON | 10 | 2 | 14 | OO+2 | -- | Earthshaker | 20 |
| BRASS SCORPION | 12 | 2 | 18 | OOO+3 | -- | Assault Cannon | 30 |
| DOOMWING | 2x10 | 2 | 12 | OO+2 | -- | Assault Cannon, 2x Conv. Beam | 30 |
TYRANID VEHICLES
| VEHICLE | M | A | H | MELEE | TRANSPORT | WEAPONS, notes | PTS. |
| EXOCRINE | 10 | 2 | OO+2 | -- | Earthshaker, 2x Deathspitters | 20 | |
| MALEFACTOR | 14 | 2 | OOO+3 | 10/C | 2x Deathspitters | 25 | |
| DROP SPORE | -- | 2 | OOOO | 10/C (or 60 pts). | Lash Arms. Drop pod. | 25 |
| BASIC | DICE | GRAZE | FAIL | NOTES- can absorb 1 hit |
| Storm Bolter | Oo | K | J | KB, Rapid Fire |
| Flamer | Oo | W | J | Burn, FT. |
| Heavy Stubber | OO | S | J | Rapid Fire |
| Shurikat | ooo | W | J | (Eldar Only) |
| Deathspitter | OO | W | J | (Tyranids only) |
| HEAVY | DICE | GRAZE | FAIL | NOTES- can absorb 2 hits |
| Heavy Bolter | OO | K | J | KB, Split fire, Rapid Fire |
| Heavy Flamer | OO+P | W | J | HFT, Burn |
| Multimelta | OOO+1 | W | J | HFT |
| Missile Launcher | OO | K | J | 2"B, ignore range |
| Shuricannon | OOO | W | J | Split Fire, Rapid Fire (Eldar Only) |
| Heavy Plasma | OOO | W | J | Line Effect |
| Las Cannon | OOO | K | -- | Or, take two shots at OO |
| Autolaser | OOO | S | -- | Split Fire, Rapid Fire |
| Autocannon | OOO | W | J | KB, Split Fire, Rapid Fire |
| Lash Arms | OOx3 | W | -- | 6" range. KB. (Tyranids only) |
| Voltage Field | OOO | S | -- | Snap Fire only. |
| VEHICLE | DICE | GRAZE | FAIL | NOTES- can absorb 3 hits |
| Twin Hvy Weap. | adds +1 | as
weap. |
as
weap. |
Any heavy weapon can be upgraded to a twin version. |
| Battle Cannon | OO+1 | K | J | 2" Blast, Ignore Range Penalties |
| Thunderer | OO+1+P | K | J | 2" Blast. Reload. |
| Inferno Cannon | OO+1+P | W | X | Burn, HFT +6" range |
| Multilauncher | OO | W | J | 2" Blast, 3 shots per fire. |
| Assault Cannon | OOO+1 | K | J/X | Split Fire, Rapid Fire |
| Super Laser | OOO+1 | K | -- | Eldar, Dreadnoughts only |
| Earth Shaker | OO+2+P | W | J | 2" Blast, Barrage. Reload. |
| Pulsar | OOOOO | K | -- | Split Fire (Eldar only). |
| DISPOSABLES | DICE | GRAZE | FAIL | NOTES- Can absorb 1 hit. 1 shot / game. May take 2 instead of a vehicle card. |
| HK missile | OO+2+P | K | -- | 3" Blast. |
| Frag Defender | OOO | W | -- | 3 x 3" Area. Ignores firer. May Snap Fire. |
| Bomb | OO+1+P | W | -- | Scatters OO". 3" Blast. |