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Vehicle Combat

The document summarizes various combat actions that can be performed by vehicles in a tabletop wargame. It describes actions like evasive manoeuvring to impose penalties on attacks, flooring it to move quickly at a risk of losing control, tactical manoeuvring to move and turn on the battlefield, ramming other vehicles or targets to do damage based on armor, and hit and run attacks where fast vehicles can strike with melee weapons before speeding away. It also covers jinking to dodge incoming fire if the vehicle was moving fast the previous turn.

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Kevin Smith
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0% found this document useful (0 votes)
112 views2 pages

Vehicle Combat

The document summarizes various combat actions that can be performed by vehicles in a tabletop wargame. It describes actions like evasive manoeuvring to impose penalties on attacks, flooring it to move quickly at a risk of losing control, tactical manoeuvring to move and turn on the battlefield, ramming other vehicles or targets to do damage based on armor, and hit and run attacks where fast vehicles can strike with melee weapons before speeding away. It also covers jinking to dodge incoming fire if the vehicle was moving fast the previous turn.

Uploaded by

Kevin Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

Evasive Manoeuvring

Type: Full Action


Subtype: Concentration, Movement
The vehicle weaves and dodges, presenting a hard target. The
vehicle must move its Tactical Speed (following the limitations
given for Tactical Manoeuvring below, however it is assumed
the vehicle is moving more erratically to get to the same
location). While doing so, the driver makes a Challenging (+0)
Operate Test. On a success, and for every additional Degree
of Success, the vehicle imposes a 10 penalty on all attacks
against it until the beginning of its next Turn. Any shooting
the vehicle performs during the Turn suffers the same penalty
in addition to the standard penalties for vehicle movement. If
the driver fails the Test by five or more Degrees of Failure,
the vehicle goes out of control (Tracked and Wheeled Vehicles
only), or crashes (Skimmers only) or falls over (Walkers only).

Floor It!
Type: Full Action
Subtype: Concentration, Movement
The vehicle moves twice its Tactical Speed, and can only turn
once. The driver makes a Difficult (10) Operate Test. If
he succeeds, at the end of his move he can move an additional
five metres, plus five metres for every additional Degree of
Success. If he fails, the vehicle does not gain any additional
movement. In either case, all shooting at or from the vehicle
suffers a 20 penalty until the beginning of its next Turn. If
the driver fails the Test by five or more Degrees, the vehicle
goes out of control (Tracked and Wheeled Vehicles only) or
crashes (Skimmers only). Walkers cannot use this Action.

Tactical Manoeuvring
Type: Half Action/Full Action (see below)
Subtype: Movement
This is a Vehicles basic move action. The Vehicle moves
either its Tactical Speed (Half Action) or twice its Tactical
Speed (Full Action). A vehicle must move directly forward or
back at least its own length before turning 90 degrees in any
direction (it can turn more than once, provided it makes the
move each time).

Ram!
Type: Full Action
Subtype: Attack, Melee, Movement
The vehicle attempts to ram a person or another vehicle. The
vehicle must move at least its Tactical Speed in a straight line,
and the driver must make a Challenging (+0) Operate Test.
If he succeeds, his vehicle hits his target, doing Damage equal to
the AP on the vehicles facing that hit plus 1d10. If the vehicle
moved twice its Tactical Speed, it gains an extra 1d10 Damage
for every 10 additional metres moved. If the vehicle is ramming
another vehicle (or something equally large and solid, such as a
plascrete wall or promethium storage tank), it also takes Damage
equal to the AP of the vehicle it hit plus 1d5. For every point of
Damage the ramming vehicle inflicts, it also moves its target 1
metre. This attack can be Dodged, but it cannot be Parried. Force
Fields can protect the wearer from any Damage caused, but they
can still be pushed back by the attack.

Hit & Run


Type: Full Action
Subtype: Attack, Melee, Movement
Some vehicles are small enough that they act more as personal
transports than proper APCs or tanksOrk Bikers and Dark
Eldar Reavers are both good examples of this. The drivers of
these specially adapted vehicles often coast past their enemies
at high speed, slashing them with whatever weapons they
happen to have as they move past. The attack is quick and
brutal, with the driver often leaving his opponent in bloody
ruin behind him. Characters operating Open-Topped vehicles
that carry only themselves and up to 1 other passenger or
crewmember can make a Hit & Run Action in the same way
as someone on foot would make a Charge Action.
The vehicles operator can move the vehicle up to its Tactical
Speed and then make a Difficult (10) Weapon Skill Test.
If the Test is successful the driver scores a single hit with an
appropriate melee weapon. Once the attack has been resolved,
the vehicles operator can choose to stay in combat or can make
a second move up to their Tactical Speed directly away from
the target of their Hit & Run Action. If the Weapon Skill Test
is failed by three or more Degrees the vehicle either goes out
of control (Tracked and Wheeled Vehicles only) or crashes
(Skimmers only). Walkers can not attempt Hit & Run Actions.
No other combat actions (such as Lightning Attack) can be
combined with this action, and the victims of this attack do
not gain a free attack against the driver or vehicle as they leave
melee combatthere simply isnt time.

Jink
Type: Reaction
Subtype: Movement
The driver sees a threat and jinks suddenly, hopefully throwing
his vehicle out of the line of fire. This action can only be taken
if the vehicle has moved at least its Tactical Speed during its
previous Turn (Walkers can attempt this regardless of speed).
The driver must be aware of the attack in order to make the Test
(and cannot be Surprised). The driver makes an Operate Test,
with a penalty equal to the vehicles size modifier (someone
attempting to jink with a Demolisher, which grants opponents
+30 to hit due to size, would suffer a 30 to his Operate Test).
For each Degree of Success, he avoids one shot from a single
source, as with an Evasion Reaction. If the driver fails the
Test by five or more Degrees, the vehicle goes out of control
(Tracked and Wheeled Vehicles only), or crashes (Skimmers
only) or falls over (Walkers only).

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