[Being a collection of additional rules for Warhammer 40,000]WAR MACHINES IN 40K3Structure PointsSuper-Heavy vehicles, Scout Titans, Titans and Leviathans are so large that they can absorb damage that would destroy another vehicle. To represent this they must be given two or more structure points, which equate roughly to wounds for other models. Basically, the more structure points a vehicle has, the bigger it is. Super Heavy vehicles and Scout Titans can have a maximum of 3 structure points, while Titans and Leviathans must have four or more.
SpeedAgile Vehicles Agile vehicles are quite fast and maneuverable, 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 can turn freely as they move, like most other vehicles. Lumbering Vehicles Lumbering vehicles grind along at a slow and steady pace.
These vehicles can move up to 6" a turn.
Weapon OptionsAny weapons can be twin-linked if desired. Weapons put in a gatling mount allows them to take D3 shots for each shot they would normally fire (i.e. 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 mortars and other guess range weapons. Weapons fitted to Super-Heavy vehicles, Scout Titans, Titans and Leviathans upgraded to 'mega' weapons cause you to roll twice to wound or penetrate the armour of each target they hit, and can cause wounds or damage with both rolls. Volcano Cannon This is a new type of Ordnance. Hits on a 2+ if stationary, 6+ if vehicle moved at all (even turning in place). Rng 48", S10, AP1. Roll 2D6 on damage table vs vehicles, and pick which dice to use.
FieldsEldar Force Fields: Eldar vehicles can have force fields, which provide a 4+ invulnerable save against any glancing or penetrating hits. Fields don't work against close combat attacks. Imperial Void Field: Imperial Void Fields absorb the damage from one glancing or penetrating hit and then go down. The Imperial player can roll to repair damaged void fields at the start of each of his turns. Roll 1D6 per field, and it comes back on line on a roll of 6+. Ork Power Fields: These work in the same way as Void Fields, but can't be repaired.
WAR MACHINESScout Titans, Super Heavy Vehicles, Titans, and Leviathans are collectively known as War Machines. The following special rules apply to them. Structure Points All War Machines have structure points as described above. Tank Shock and War Machine Assaults Enemy infantry must test at -1 to their Ld if they are Tank Shocked by a War Machine. War Machines that are walkers can tank shock an enemy in the movement phase, but in this case if the enemy pass the morale check then the Walker 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 Machine sized walkers can enter close combat. Being in close combat does not stop the walker shooting, and it may fire at the unit it is assaulting if desired. 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. Titan Close Combat Weapons Titan close combat weapons give the Titan a strength of 10 against other War Machines. 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 Damage TablesRoll on the following tables for glancing and penetrating hits on a War Machine. Ordnance rolls on these tables, not the Ordnance damage tables. WAR MACHINE DAMAGE TABLES Glancing Hits
Penetrating Hits
Catastrophic Damage Table
|