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Vehicle Combat (Color)

The document provides a comprehensive overview of vehicle combat mechanics, including rules for attacking vehicles, vehicle actions, terrain effects, and vehicle types. It outlines how to determine initiative, apply modifiers, and resolve attacks, as well as detailing specific actions like evasive maneuvers and ramming. Additionally, it covers vehicle repair processes and conditions affecting vehicle integrity and combat effectiveness.
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0% found this document useful (0 votes)
32 views2 pages

Vehicle Combat (Color)

The document provides a comprehensive overview of vehicle combat mechanics, including rules for attacking vehicles, vehicle actions, terrain effects, and vehicle types. It outlines how to determine initiative, apply modifiers, and resolve attacks, as well as detailing specific actions like evasive maneuvers and ramming. Additionally, it covers vehicle repair processes and conditions affecting vehicle integrity and combat effectiveness.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Vehicle Combat Overview (Pg 250) Attacking Vehicles (Pg 253)

1. Determine whether any characters are Surprised. 1. Apply Modifiers to Attacker’s Characteristic
During the first round, Surprised characters lose 2. Attacker Determines Facing – determines level of AP attacker must overcome
their turn and cannot use Reactions • Attacks from above or below the vehicle use the Rear facing to resolve armour and damage.
2. Determine initiative – roll a 1d10, then add 3. Attacker Makes a Test – if roll is equal to or less than the modified characteristic, the attack hits
character’s Agility bonus to the result. The vehicle’s • Vehicle’s can perform the Jink action as a Reaction. Vehicle’s cannot Dodge, and only Walker’s can parry
Commander always acts first, followed by the (and only if they have arms with which to do so)
crewmember with the highest Initiative, and so on 4. Attacker Determines Hit Location – reverse order of digits from roll and apply to Hit Locations table
3. The turn – during the character’s turn, may • Whenever the location hit is the Turret, attack is treated as if it hit the vehicle’s Front facing. If the
perform 1 full action or 2 half actions, in addition to vehicle has no turret, the attack is treated as having hit the vehicle’s Hull
a limited number of free actions. May instead 5. Attacker Determines Damage – roll appropriate die for weapon damage and apply modifiers, for attacks
perform an extended action that takes multiple with melee weapons, add the attacker’s Strength bonus. The result is the damage total
turns to complete • Count the Degrees of Success, attacker can replace result on a single damage die with the number of DoS
• Each round each character receives 1 Reaction, from attack roll
which can only used when it is not his turn. The • If natural 10 is rolled, the hit inflicts Righteous Fury (pg 255)
vehicle’s Operator cannot perform the Dodge 6. Target Applies Damage – target subtracts Armour points that protect the location struck by the attack
Reaction and instead uses the Jink Reaction • If vehicle’s damage equals or exceeds its integrity, all extra damage is treated as Vehicle Critical Damage

Vehicle Combat Actions (Pg 251)


Action Page Type Subtype(s) Description
Make a (+0) Operate test for the vehicle to move its Tactical Speed. Imposes a -10 penalty per DoS on attacks
Evasive Concentration,
251 Full made against it and ranged attacks made from it until operator’s next turn. On 5 DoF or more, vehicle goes Out
Manoeuvering Movement
of Control
Make a (-10) Operate test for the vehicle to move double its Tactical Speed, plus 5m per each DoS. Imposes a -
Concentration,
Floor it! 251 Full 20 penalty to attacks made against it and ranged attacks made from it until the operator’s next turn. On 5 DoF
Movement
or more, vehicle goes Out of Control. Cannot be used with Walkers unless it has the Living trait
Make a (-10) WS test to move the vehicle its Tactical Speed and inflict a single hit upon a target within range
Attack, Melee, with a melee weapon. On 3 DoF or more, vehicle goes Out of Control. After attack, operator may move vehicle
Hit & Run 251 Full
Movement up to its Tactical Speed away from the target without incurring a Free Attack Can only be used with vehicles
with the Open-Topped trait
Make a (+0) Operate test with penalty equal to vehicle’s Size trait to negate one hit from a single attack, plus
Jink 252 Reaction Movement an additional hit per DoS beyond the first. Vehicle must have moved at least its Tactical Speed the previous
round unless it was a Walker. On 5 DoF or more, vehicle goes Out of Control

Make a (+0) Operate test to move vehicle up to twice it’s Tactical Speed to collide with an object within 3m at
the end of the move and inflict a single hit with 1D10 Impact damage, plus additional damage equal to
Attack, Melee,
Ram 252 Full vehicle’s AP on the facing that struck the target. Inflicts an additional 1d10 damage per 10m moved beyond
Movement
vehicle’s Tactical Speed. For each point of damage, target moves 1m. If colliding with another vehicle (or
similar object), it also suffers damage equal to AP of the facing vehicle or object it struck plus 1d5.
Attack, Only used on vehicles with Living trait. Rider makes a (-20) Survival test with bonus equal to steed’s WS
Rearing Strike 252 Half Concentration, characteristic for a melee attack or BS skill for a ranged attack to inflict a single attack upon the target with the
Movement appropriate weapon
Tactical
253 Varies Movement Move Tactical Speed as a Half Action or twice Tactical Speed as a Full Action
Manoeuvering

Terrain & Hazards (Pg 251) Vehicle Attacks (Pg 253)


Modifier Types of Terrain Any actions a vehicle’s gunners or passengers can take are the same as in normal combat, with the
following notes:
+0 Clear, open ground, paved roadway. • Any shooting from a vehicle suffers a –10 to hit if the vehicle moved its Tactical Speed during the
-5 Rough graven road, cleared dry field. previous round.
Deep mud or standing water less than 20 • Any shooting from a vehicle suffers a –20 to hit if the vehicle moved twice its Tactical Speed in the
-10 cm deep, drifting sand, dense undergrowth previous round.
or brush • Gunners or passengers can take Full Actions even if the vehicle has moved.
Flowing water approximately 1 metre • Passengers can only fire from a vehicle if they are in a position to do so. The type of vehicle they are
deep, rocky and unstable terrain, thick shooting from determines what facing passengers have when firing their own weapons.
forests or ruined cityscapes. • Critical effects that hamper the crew’s ability to make attacks hamper passengers in the same manner.
-15 Failing an Operate test in such terrain by • A character with the appropriate Operate skill for a vehicle does not need specific weapon proficiencies
four or more degrees results in the vehicle to fire any weapons mounted on that type of vehicle without penalty.
becoming bogged down and stuck, and it • All weapons mounted on a vehicle, including Pintle Mounted weapons, are automatically assumed to be
must be pried free before continuing. braced. Personal weapons fired by passengers that require bracing must be braced normally before
being used.

Vehicle Hit Righteous Fury (Pg 255) Vehicle on Fire (Pg 263)
Locations Generates on any natural 10 When struck by a weapon with the Flame quality, the pilot must make an appropriate Operate test with
result from a damage roll. If the a bonus equal to the vehicle’s AP value on the facing hit by the attack. On failure, the vehicle
(Pg 254) immediately catches fire.
attack generates damage after
D100 Location being reduced by AP, attacker If a vehicle is on fire, at the end of each round, GM rolls 1d10. On 10 result something ignites and the
Motive rolls 1d5 on the Vehicle Critical vehicle suffers 8 Critical Damage to the Hull (ignoring Armour). Chance of exploding increases by 1
01-20
System Effect Table. Target suffers each round, and GM adds +1 to the roll. While vehicle is on fire, passengers suffer -20 to all tests. They
21-60 Hull effects of that Vehicle Critical can attempt to put out the fire with a -20 Agility test. If the fire is extinguished, vehicle gains the Fire
Hit without suffering from a Damaged condition (Pg 261).
61-80 Weapon
Critical Hit. If no damage is If a passenger is on fire they follow the standard rules for being On Fire! (Pg 243). Additionally, at the
81-00 Turret inflicted, the hit instead deals 1 end of each round the GM rolls 1d10 for each person on fire within a vehicle. On a 10 result the vehicle
damage, not reduced by AP. also catches fire.
Vehicle Types (Pg 185) Vehicle Traits (Pg 187)
Skimmer Trait Effect
• Moves roughly 2 metres above ground at all times, but can adjust that height
Amphibious Treat water as open ground
slightly when moving over ground-based obstacles. Skimmers can also move to
Low Altitude, as described in the rules for Flying on page 249. Treated as Open Topped, and melee attackers may target the
Bike
• Ignores all forms of difficult terrain (except those by GM). operator without requiring a Called Shot Action
• It gains a +10 bonus on all tests involving Manoeuvrability. Passengers cannot attack targets unless they have a way of getting
• Skimmers follow special rules for Crashing, which are described on page 256. Enclosed
outside, and passengers cannot be the target of attacks
• Can make use of the Ram! Action, but if the Operate test is failed, it is treated as
having instead Crashed into its target (see page 255 for Crashing). Enhanced Can move up to twice vehicle’s Tactical Speed as a Half Action, and
• All Weapon Skill tests made to attack it in melee suffer a –10 penalty. Motive 3 times Tactical Speed as a Full Action. Applies to Floor it! Action,
• It can turn as many times as desired when moving, regardless of how far it moves. Systems and the difficulty of that action is (+10) instead of (-10)
Tracked Vehicle
Doubles the chance of exploding when on fire. When the vehicle
• It suffers a –10 penalty to all tests involving Manoeuvrability. Extremely
explodes, those within the blast range must make a Challenging (-
• Gain a +10 bonus to all tests involving difficult terrain. Volatile
10) Agility test or catch fire (Pg 243)
• Whenever the vehicle suffers Critical damage to its Motive Systems that results in
the vehicle being slowed, the result of the roll to determine how much Tactical Repairs are treated as Healing with Medicae skill. Riding a mount
Living
Speed is lost is halved (rounded down). uses Wrangling use of the Survival skill (Pg 116).
• Repairing Critical damage to the vehicle’s Motive Systems, as well as any lasting Passengers and crew can be specifically targeted via a Called Shot
Motive System damage takes twice as long as normal (see page 257). Open action. Passengers are struck by Blast or Spray attacks of which
Walker Topped they are in range. Passengers can attack targets with their own
• Treats most forms of Difficult Terrain as Open Ground (at GM discretion) weaponry
• It cannot make use of the Ram! action, but if it has a melee weapon, it can make a
Charge action (using the operator’s Weapon Skill) instead. May not use the Floor it! Action and moving Tactical Speed
Ponderous
• Can turn to face its melee opponents at the end of its turn as a Free Action (this requires a Full Action
does not count as a form of movement). When rolling Righteous Fury against the vehicle, attacker rolls
• May turn as many times as it likes when moving, regardless of how far it moved. 1d10. When performing the Ram Action, vehicle takes twice the
Wheeled Vehicle Ramshackle usual damage to itself. Repairs take half the time and gain +20
• It suffers a –20 penalty to all tests involving difficult terrain. bonus. Always treated as Lightly Damaged unless suffering Critical
• It gains a +10 bonus to all tests involving Manoeuvrability. Damage
• Suffer Motive Systems Critical damage as normal, but once any such damage has
When receiving Critical Damage, halve the total (rounding up) and
been taken, all forms of movement require Operate tests, and all tests related to Reinforced
then apply the result instead. Does not affects Critical Effects
the vehicle’s Manoeuvrability, are made at a –10 penalty. Armour
caused by Righteous Fury
• Repairing Critical damage to the vehicle’s Motive Systems, as well as any lasting
• Motive System damage takes half as long as normal (see page 259). Rugged All repair tests on the vehicle gain a +20 bonus

Repairing a Vehicle (Pg 257) Repair Locations & Conditions (Pg 260)
In order to attempt a repair test, a character must have training in at least one of the following skills: Modifier Example
Common Lore (Adeptus Mechanicus), Common Lore (Tech), or Forbidden Lore (Adeptus
Mechanicus). These are called essential repair skills. Revered and ancient forge world.
+30
Well-stocked repair facility.
Lightly Damaged: Damage Taken ≤ ½ Vehicle Integrity.
Skill Requirements: Essential Repair skill Field base with ample supplies.
+20
Repair Difficulty: (+0). (+10) if character has Tech-Use, Trade (Armourer), or Trade (Technomat). Hive world of superior manufacturing skill.
Repair Time: Varies/1 hour per point of integrity repaired. Area free from any enemy fire.
Heavily Damaged: Damage Taken ≥ ½ Vehicle Integrity. Suffers -10 on Operate tests +10 Field encampment with basic repair supplies.
Skill Requirements: Essential Repair skill Hive world of standard manufacturing skill.
Repair Difficulty: (–40). (–20) if character has Trade (Technomat), or (+0) with Tech-Use/Trade Required tools and supplies.
+0
(Armourer). Calm weather or away from the enemy fire.
Repair Time: Varies/4 hour per point of integrity repaired. Requires one Repair test for every 5 Rudimentary or faulty repair equipment.
points of integrity damage (or fraction thereof). Close to active battlefields or uprisings.
Critically Damaged: Damage Taken > Vehicle Integrity. Suffers -20 on all Operate tests Abandoned or run-down forge world. In the open
-10
Skill Requirements: Tech-Use or Trade (Armourer) without access to proper facilities.
Repair Difficulty: Challenging (+0). Ordinary (+10) if character has Tech-Use and Trade (Armourer). Without access to proper facilities.
Repair Time: Varies/1 day per point of Critical Damage repaired. Disruptive, inclement weather.
Ruined forge world.
Rush Job: Decrease repair time by 50%, but suffer -30 penalty
Monsoonal storms, blizzards or sandstorms.
Careful Repairs: Increase repair time by 50% and get +30 bonus
-20 Pervasive and endless insect swarms.
Very Long Repairs: Use table below
Under artillery or air bombardment.
Primitive locale lacking industrial base.
Repair Time Modifiers (Pg 261) Out of Control (Pg 255) A blistering desert or endless ice sheet.
Time Required DoS (extra) DoF (extra) D10 Direction Dense (and possibly carnivorous) jungle.
+10 Poorly-supplied field base or encampment.
Up to 4 hours -10 minutes 1-4 45° to the vehicle’s left.
minutes -30 In the thick of an ongoing battle.
5-6 Straight Ahead. Under orbital bombardment.
Over 4 and up to +20
-20 minutes Trapped in a cult-dominated region.
8 hours minutes 7-10 45° to the vehicle’s right.
Over 8 and up to +30
-30 minutes
16 hours minutes
Over 16 and up to Out of Control (Wheeled & Tracked Vehicles)
-1 hour +1 hour Roll on the Out of Control Table. The vehicle moves its Tactical Speed + 1d10m in that direction. Anything it hits
48 hours
Over 2 and up to suffers a single hit as if it had performed the Ram Action on it, vehicle suffers effects as normal. Crew must make a
-4 hours +4 hours (+0) Toughness test or be Stunned for 1 round if the vehicles collides in this way.
7 days
Over 1 and up to +12 Crashing (Skimmers)
-12 hours If an effect would ever cause a Skimmer to go Out of Control, it Crashes instead. A crashing Skimmer moving
2 weeks hours
Over 2 and up to within 10 metres of the ground suffers the following effects (Pg 256)
-1 day +1 day Falling Over (Walkers)
4 weeks
Over 4 weeks and When a Walker would go out of control, it falls over instead, rolling on the Scatter Diagram (Pg 230) to determine
-4 days +4 days the direction it falls and the facing. Walker takes 1d10 damage to that facing and a randomly determined Vehicle
up to 2 months
Over 2 and up to Hit location. This damage ignores AP. Operator must make a (+0) Toughness test or be Stunned for 1 round. If
-12 days +12 days capable, walker may stand as a Full Action
4 months

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