Vehicles have special rules for movement, combat, transport
and damage. Vehicles may not move inside of buildings unless
they fit through the entrance.
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!
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 1 damage for every 6" fallen.
EXTRA MOVE: Vehicles that take an extra move may not fire any weapons, board or unboard any troops that turn.
OVER-RUNNING: A vehicle may over-run troops in its path during movement by paying movement for each model overrun. The vehicle rolls it's MELEE value against the defender’s melee as a standard contested roll (graze = stun). The defender may parry. If the defender survives, place them to the closest side of the vehicle. The over-running vehicle may continue with its movement.
RAMMING: If a vehicle collides with a structure or another vehicle, it is a ram. Roll the vehicles MELEE vs. the targets MELEE (for buildings, roll 2 reds plus the buildings armor). FLYERS may not be rammed, except by another flyer. The ramming vehicle must deduct 5" from it's move as a result of the ram.
WIPEOUT: If a vehicle is required to make
a wipeout check, roll the vehicle's move value in white dice.
If the result is 5 or more, the vehicle WIPES OUT: an enemy player
may drive the vehicle as they see fit, moving up to the distance rolled!
RUSHING: If a troop attacks a vehicle in melee, roll the attacker’s melee against the vehicle’s melee as normal (the vehicle may parry). Winged Fliers may not be rushed. Vehicle passengers may not be rushed. LOW vehicles may use the driver's melee to defend against rushes!
DAMAGE MARKERS: Vehicles have a specified number of hits. When it has lost all it's hits, it is Wrecked. Leave the wrecked vehicle there unless it Explodes (see FIRE below). For every 5 hits on a vehicle, the vehicle MUST take 1 DAMAGE CARD, drawn at random from the Damage Card deck. If you draw more than one of the same card, use it anyway and only apply the effects marked "(cumulative)" for the additional card.
RIDER: For bikes and mounts, instead of the normal vehicle damage rules, use the rider's armor value for the vehicle's armor. Damage is transferred directly to the rider- when the rider is killed, the bike or mount is lost. Rider's hits is +1 while riding. Bikes and mounts add +O to the rider's melee, but it takes 1 hand to ride a bike. Note that bikes and mounts are also low.
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.
FLIERS: May move in any direction.
Must end move on terrain. If vehicle is destroyed, driver takes OO
S vs. armor from falling!
WINGED FLYERS: Winged flyers must move at least 8" forward every turn to stay aloft, and may not be rushed, rammed, or boarded except by flyers.
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 (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
|CENTAUR||12||2||14||OOO+2||--||Battle Cannon,Storm Bolter||20|
|CHIMERA||12||2||12||OOO+2||12/C||Autolaser, Heavy Bolter, 2 x Gunport Card||30|
|LEMANN RUSS||12||2||16||OOO+2||--||Battle Cannon/Thunderer, 3x Lascannon||40|
|BASILISK||10||2||12||OOO+1||(2/O crew)||Earthshaker, Heavy Bolter||25|
|HELLHOUND||12||2||12||OOO+2||--||Inferno Gun, Heavy Bolter||20|
|GRIFFON||12||2||12||OOO+1||(2/O crew)||Thunderer, Heavy Bolter||20|
|BANEBLADE||8||3||24||OOO+3||4/C||Battle Cannon, 3x Lascannon, Thunderer, 3x Storm Bolter||100|
SPACE MARINE VEHICLES
|BIKE||16||2||R+1||OO||1/O (driver)||Storm Bolter. Rider. Low.||5|
|VINDICATOR||12||2||12||OOO+1||5/C||Storm Bolter, Thunderer||30|
|RAZORBACK||12||2||12||OOO+1||5/C||Storm Bolter, Vehicle Weapon.||30|
|PREDATOR||12||2||16||OOO+1||--||Vehicle weapon, 2x Heavy Weapon.||35|
|LAND RAIDER||12||3||12||OOO+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||OOO+2||10/C||Heavy Weapon||20|
|RAPTOR||2 x 10||2||12||OO||6/C||VT (Twin hvy Bolter). Flyer.||50|
|THUNDERHAWK||2 x 8||3||18||OOO+1||20/C*, or 1Rhino||Battlecannon, 4x Twin Heavy Bolters. Flyer.||90|
|WARBIKE||16||1||2||OO||1/O (driver)||Heavy Weapon. Rider. Low.||10|
|TRAKK||12||1||3||OO||1/O, 1/O driver||Heavy Weapon. Low.||10|
|WAR BUGGY||16||2||6||OOO||--||Heavy Weapon||15|
|FIGHTA-BOMMA||2x12||2||8||OOO||winged flyer||2x Heavy Weapon.||25|
|VYPER||2 x 8||1||5||--||--||Basic, Heavy Weapon. Flyer. Jink.||20|
|FALCON||16||2||12||OOO+1||10/C||Lascannon, Multilaser, Shurikat||35|
|TEMPEST||12||3||12||OOO+2||--||Pulsar, Shurikannon, 6x Shurikat||75|
|BLOOD CAULDRON||12||2||14||OOO+3||--||Inferno Gun, 2x Bolters||25|
|BRASS SCORPION||12||2||18||OOOO+4||--||Assault Cannon||30|
|DOOMWING||2x10||2||12||OOO+2||--||Assault Cannon, 2x Conv. Beam||30|
|EXOCRINE||10||2||14||OOO+2||--||Earthshaker, 2x Deathspitters||20|
|DROP SPORE||--||2||10||OOOO||10/C (or 60 pts).||Lash Arms. Drop pod.||25|
VEHICLE WEAPONS CHART
|BASIC||DICE||GRAZE||FAIL||NOTES- can absorb 1 hit|
|Storm Bolter||Oo||K||J||KB, Rapid Fire|
|Heavy Stubber||OO||S||J||Rapid Fire|
|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|
|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
|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.|
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