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VEHICLE RULES
New rules for using vehicles in Warhammer 40,000
The 3rd, and latest, edition of Warhammer 40,000, was released four years ago and since then we’ve have received endless
feedback from gamers. We recently published the trial Assault rules and this time we present the trial Vehicle rules. These are aimed
primarily at veteran gamers and tournament players. These rules aren’t radically different from those in your rulebook but do allow
vehicles to be used more dynamically and make moving troops in transports more of a risky proposition. We welcome your feedback,
so let us know what you think! The new rules are in italics to make it easier to pick them out.
Designers’ Notes: Throughout these
trial rules you will see some notes
(like these!) drawing your attention to
things that have changed and
explaining the reasons why.
Hopefully, this should help you spot
the differences a bit more easily!
universe. There are many reasons for
this: It may be to give reconnaissance
units a good field of vision, to make
embarking and disembarking easier, or it
may simply be impractical to enclose the
crew. In the case of Imperial Guard
artillery vehicles, such as the Basilisk,
for example, the crew require plenty of
space to load and fire the enormous
Earthshaker cannon. This aside, it is
mostly smaller vehicles that are open-
topped, such as Ork buggies and trukks.
While crews and embarked troops on
open-topped vehicles have more
freedom of movement and much better
arcs of vision, the lack of an enclosed
cabin inevitably means that they, and
their vehicle, are more vulnerable to
incoming fire.
FAST VEHICLES
There is a role in any army for high-
speed vehicles. These are usually
smaller vehicles which will often be used
to reconnoitre ahead of an army or
rapidly deploy heavy weapons systems
or infantry squads to critical parts of the
battlefield. Some races, such as the
Eldar, use fast vehicles almost
exclusively (Falcons, Vypers, etc)
WAR MACHINES
OF THE 41ST MILLENNIUM
OPEN-TOPPED VEHICLES
Some vehicles are not fully enclosed,
but expose their crews to a hostile
A Steel Legion column makes its way through the desert.
Warhammer 40,000, and all associated marks, names, races, race insignia, characters, vehicles, locations, illustrations, and images
are either ®, ™, and/or ©, Games Workshop Lts. 2000-2003, variably registered in the UK and other countries around the world.
All rights reserved.
TRIAL
VEHICLE CHARACTERISTICS
Vehicles have characteristics that define how powerful they are in a similar way
to troops. However, as vehicles do not fight in the same way as creatures of
flesh and blood, their characteristics are different. Vehicle characteristics are as
follows:
more manoeuvrable and better armed
than their Imperial counterparts. By
contrast, Orks use crude contraptions
that are almost as dangerous to their
crews as they are to their enemies!
WALKERS
On any battlefield, there are places
where conventional vehicles cannot go:
built-up areas, dense forests, narrow
tunnels, and so on. For this reason,
many armies use vehicles that are
propelled by two, or sometimes more,
mechanical legs. These vehicles are
usually capable of carrying as many
weapon systems as a tank can on a
significantly smaller and lighter chassis.
They combine the armoured might of a
tank with the manoeuvrability of an
infantryman. In general, these vehicles
have a single crewman. Space Marine
Dreadnoughts, however, are more than
simply a one-man vehicle. They contain
the mortally wounded remains of great
Space Marine heroes, becoming
mausoleum and war machine all in one.
It is considered the greatest honour for a
Space Marine to be incarcerated into
one of these ancient machines so that
they may continue to serve the Emperor.
The Eldar Wraithlord on the other hand
does not have any crew at all. It is
‘piloted’ instead by a spirit stone
containing the vital essence of a dead
Eldar warrior.
Because of their manoeuvrability, lighter
walkers are often used as recon
vehicles. The Imperial Guard Sentinel
and the Eldar War Walker are both
designed with this role very much in
mind. Dreadnoughts on the other hand,
especially those created by the Orks,
tend to be used as shock assault
vehicles, striding into battle alongside
their infantry and spearheading assaults.
Type Front Armour Side Armour Rear Armour
BS
Leman Russ Tank
14
12
10
3
Ballistic Skill.
Vehicles have a BS value, just like troops, which represents the
accuracy of the crew as they blast away at their enemy with the vehicle’s
weapons.
Armour Value.
The Armour value of a vehicle tells you how hard it is to
damage. Weapon hits against vehicles must defeat their Armour value in order
to inflict damage. Vehicles generally have different Armour values on their front,
sides and rear.
Type.
Vehicles come in all sorts of different types: some are faster than others
while some are able to fly or walk instead of driving along on wheels or tracks.
Any special traits a vehicle has are described by its type. The different types
are: Fast, Tank, Open-Topped, Skimmer and Walker. These traits can be
combined to define, for example, a Fast Skimmer or an Open-Topped Walker.
enabling them to carry out the lightning
raids and deep strikes for which they are
rightly feared. Most of the fastest
vehicles on the battlefield are skimmers,
such as the Space Marine Land
Speeder, as these avoid terrain
problems which slow down conventional
craft. However, a few wheeled or tracked
vehicles are also capable of high
speeds, mostly due to either ultra-light
weight or extremely powerful engines.
heavy grav-tanks such as the Scorpion.
The Falcon is perhaps the best example
of Eldar skimmer technology. It is a large
tank that is not only capable of low
altitude flight but can also climb and dive
almost vertically. Orks, on the other
hand, are not sufficiently advanced to
fully comprehend anti-grav technology.
TANKS
These are a commonplace sight on the
battlefields of the 41st Millennium. For
an infantryman, a tank is an awesome
sight as it rolls across the battlefield. It
will not only be immune to most of the
weaponry carried by his squad, but it is
able to bring to bear enough firepower to
utterly eradicate him and his unit.
Most races field some kind of heavily
armed and armoured vehicle, whether it
be the huge and lumbering Leman Russ
battle tanks of the Imperial Guard or the
sleek and sophisticated grav vehicles of
the Eldar. Tanks are often fitted for multi-
role capability and this will commonly
include troop transportation as well as
tank-hunting capability or infantry
support with a deadly arsenal of
weapons.
Imperial vehicles are often ancient in
design, the basic plans having been
rediscovered thousands of years ago,
before the Emperor’s ascension. Despite
the antiquity of their design, their sheer
ruggedness and versatility mean that
they remain a match for enemy vehicles.
Alien tanks are very different machines.
Eldar combat vehicles are highly
advanced; not only do they float above
the ground using sophisticated anti-
gravity engines, they are also faster,
SKIMMERS
While most vehicles travel across the
ground using wheels, tracks or legs,
some advanced machines are fitted with
anti-gravitic drives that enable them to
swoop and hover a few metres above
the battlefield. This is not true flight, but
rather gravitic repulsion in a limited
plane. The Space Marine Land Speeder
is the only Imperial vehicle with this
capability as the helio-prismic engines
are very difficult and expensive to
produce, limiting their issue to only the
Emperor’s elite troops. The Land
Speeder is a highly manoeuvrable, light
reconnaissance and fast strike craft. It is
capable of high speeds and can execute
very tight turns but is limited in its
vertical movement by a climb/dive
incidence of no more than 35° from the
horizontal due to inverse flux anomalies
which arise beyond this point.
The only race to have truly mastered
skimmer technology is the ancient and
highly advanced Eldar. They build nearly
all of their vehicles around sophisticated
tri-polar phased crystal engines. These
are manufactured in all sizes from the
small and super-light units in jetbikes to
the huge engines that power super-
The walker category also includes war
machines that use anti-gravitic engines
such as the Dark Eldar Talos. Although
not literally a walker, the performance of
these vehicles mirrors walker
characteristics more closely than it does
that of skimmers.
Designers’ Note: This last
clarification has been introduced to
thwart those players who have tried
to convince their unfortunate
opponents that because a Talos
utilises gravitic technology they need
a 6 to hit it in close combat. They
don’t – the Talos floats rather than
walks but in all important game
respects it should be treated as a
walker.
VEHICLE MOVEMENT
Most vehicles can move up to 12" in the
Movement phase. This is relatively slow,
but it represents a cross-country speed
rather than moving flat out. However,
most vehicles will want to move even
more slowly in order to use their
weapons (see later). Most vehicles can
only move in the Movement phase, but
some can move in both the Movement
phase and the Assault phase, just as
troops can.
Vehicles can turn any number of times
as they move, just like any other model.
Vehicles turn by pivoting on the spot,
rather than ‘wheeling’ round. Turns do
not cost any of the vehicle’s move but
once the vehicle’s move is finished they
can only make turns as described in the
Shooting phase to bring weapons to
bear, and then may only do so if they
have not moved in the Movement phase.
A vehicle may combine forward and
reverse movement in the same turn,
providing it does not exceed its
maximum move.
TERRAIN EFFECTS
There are many different types of terrain. The following table shows some of the
more common types and explains whether they count as difficult ground to
vehicles or not.
TERRAIN
EFFECT
Sand or ash dunes
Difficult ground
Marsh, muddy or
water-logged ground
Difficult ground
Scrub, brush, vines or
Difficult ground, except to tracked tanks
thick bracken,
which are heavy enough to flatten it as they
dense undergrowth
move, and other vehicles moving 6" or less.
Steep hillsides
Difficult ground. Sheer rock faces are
impassable to vehicles.
Dense woodland, jungle
Difficult ground
Rubble, ruins, detritus,
Difficult ground except to tracked tanks
slag heaps, crumbling rock
which are moving 6" or less.
Buildings
Impassable to all but tracked tanks. Even
they treat buildings as difficult ground and if
they move more than 6" must treat it as
especially hazardous (see Difficult Terrain).
Some large buildings may be completely
impassable to vehicles no matter how
recklessly they are driven.
Designers’ Notes: These categories have been included to give some idea of how
different terrain types affect vehicles. It would be a bad thing to curb creativity by
defining exact terrain types, so it is particularly important for players to agree
effects before commencing a game. The terrain generators in the Warhammer
40,000 rulebook include many ideas for terrain and provide a good starting point.
Designers’ Note: Some players have
been interpreting the Free Turns rule
to allow their transports to make
further turns after disembarking
troops. The wording has been
tightened up to make sure this
cannot happen.
the game, on a 2-6 it can carry on
moving. The test is taken when the
vehicle first encounters difficult ground
during its move and will halt the vehicle
there if it fails the test.
If moving through
terrain deemed especially hazardous,
then vehicles are immobilised on a roll
of 1-3, rather than merely a 1.
Roads
Vehicles, other than skimmers or
walkers, who follow a road for the entire
Movement phase may add 6" to their
maximum speed. They may only do this
if their move required no Difficult Terrain
tests, if they do not shoot, if they do not
embark or disembark passengers and
they do not perform Tank Shock.
Skimmers
These are vehicles that hover above
ground level using anti-gravity drives,
huge turbofans, supernatural energies,
etc. Note that these are not full-blown
flying machines. They generally hover at
a few metres above ground level but are
capable of making a powered boost to
gain height and cross obstacles.
Skimmers can ignore terrain as they
move but if they begin or end their move
in difficult or impassable terrain, they
have to test to see if they are
immobilised (as noted for ordinary
vehicles above).
Immobilised skimmers
crash and are destroyed if they are
moving more than 6" in their move. The
player should specify their speed before
testing for difficult terrain. An
immobilised skimmer travelling slowly
makes a controlled landing and may not
move again in the game.
Walkers
Including vehicles that have legs instead
of tracks or wheels, the most common
walkers are the huge war machines
called Dreadnoughts. Walkers move like
infantry so they can move up to 6" in the
Movement phase and then charge up to
6" in the Assault phase if the enemy are
within 6". Difficult terrain affects walkers
just as it does infantry. Walkers moving
into, out of or through difficult terrain
have to roll 2D6 and use the highest
result as the maximum distance they
may move that turn.
FAST VEHICLES
Some vehicles are notably fast either
because of their light construction or
powerful engines – or both! Fast
vehicles can move up to 24" in the
Movement phase.
DIFFICULT TERRAIN
Vehicles that move through difficult
terrain are not slowed down like infantry
– they will either crash through
successfully or become stuck, bogged
down or something similar. To represent
this, a vehicle that moves into difficult
terrain or starts its move in difficult
terrain must take a Difficult Terrain test.
Do this by rolling a D6. On a roll of 1,
the vehicle is immobilised for the rest of
CARRYING TROOPS
Various vehicles can carry troops across
the battlefield. The advantages of being
able to move a squad rapidly from one
area to another under the protection of
armour plate is obvious. The danger is
that troops will be wiped out aboard the
transport if it is fired at before they
disembark.
Access Points
Each vehicle model capable of carrying
passengers will have a number of
‘access points’. These are the doors,
ramps and hatches which the
passengers use to get in and out of the
vehicle. The exact access points for
each vehicle are detailed in the 2003
Chapter Approved compilation.
Designers’ Note: This rule has been
changed slightly to clarify where in
its move a vehicle is halted – ideally
it would be at a random point in the
move but this generates far too
much complexity. As the idea is to
deter vehicles from entering difficult
terrain and sticking to the open
spaces, having them crash on
encountering obstacles is the easiest
abstraction. Also, the option to define
terrain as being particularly
hazardous to vehicles has been
included in order to curb excessively
dangerous driving.
Designers’ Note: Access points have
been introduced since the 3rd edition
Warhammer 40,000 rules were
released. These rules have now
been formalised as mandatory.
that all its models are within 2" of the
vehicle.
Embarking and Disembarking
Models may disembark from an open-
topped transport vehicle and re-embark
as part of a consolidation move. Apart
from this, no models may embark and
disembark in the same turn.
Passenger Capacity
Each transport vehicle has a maximum
passenger capacity which may not be
exceeded. Sometimes there will be
constraints on exactly which types of
models can embark on a particular
vehicle. Terminators, for example,
cannot be embarked on a Rhino or
Razorback, although they may be
transported in a Land Raider. Infantry
equipped with jump packs may not
embark in transports because of the
space taken up by their bulky
equipment.
Dedicated Transports
Some transport vehicles are directly
assigned to a particular unit. Normally, a
unit entry in a codex will include a
transport option – allowing a vehicle to
be selected along with the unit. Other
transport vehicles occupy a force
organisation chart slot (for example
Eldar Falcons) and can be used to
provide ad hoc transportation to any unit
that can embark on it.
No more than one unit can ever be
embarked on a single transport.
Dedicated transports may only be used
to transport the squad they are selected
with, plus any independent characters
who have joined the squad. An
independent character may disembark
and leave the squad that owns the
transport embarked, but if the squad
disembarks then any independent
characters must do so as well.
it may battle Orks without number, against
whom the burning lance of the lascannon is
worthless. On another world, the armoured
abominations of the alien Eldar may be
found, against whom the noble bolter is
useless.
The commander must maintain the watchful
gaze of the eagle to seek his foes through
scope and slit. Once found, they must be
crushed with the full weight of fire before
seeking the next enemy, for the beast
which is merely maimed may strike back
still. When a suitable target is found, the
machine must be halted for most
efficacious execution: for motion and
accuracy are anathema to one another.
Speed has its place, just as firepower has
its own. Never forget this!”
Extract from ‘Commander of Armour’s
First Book of Indoctrinations’
Some vehicles, particularly battle tanks,
carry a hefty arsenal of weapons. When
a vehicle fires, it uses its own BS
characteristic (representing the BS of
the crew) and shoots like other units –
all its weapons must fire at a single
target unit. Although vehicles can fire
light weapons on the move, they are
limited in the number of larger weapons
that they can fire.
Vehicle Line of Sight
Line of sight for shooting is traced
directly from the weapon mountings on
the vehicle. Weapons mounted on
vehicles often have a limited arc of fire
and they may not fire on units that are
outside their arc. Trace the actual line of
fire from the weapon mounting on the
vehicle to see if it will be blocked by
terrain or other vehicles. Weapons
mounted on walkers can fire in a
90
º
forward arc.
Disembarking
A unit that begins its Movement phase
inside a vehicle can get out either before
or after the vehicle has moved. When
the unit disembarks, the models are
deployed at least partially within 2" of
one of the vehicle’s access points. If the
vehicle has already moved then the
passengers cannot move other than to
deploy, and they cannot disembark if the
vehicle moved more than 12". This 12"
move limit includes all bonus movement
from special engines, frenzied driving
and so on (and that does mean
all
bonus movement, with no exceptions.
This over-rules anything previously
published in a codex or FAQ). If the
vehicle has not yet moved then the
infantry may move as normal after
disembarking, and the vehicle can then
move off separately at any speed.
Troops on board a vehicle may not
disembark in the Assault phase and may
never disembark within 1" of an enemy
model. If compelled to disembark,
because of the vehicle being destroyed,
for example, any models that cannot
disembark because the access points to
the vehicle are blocked by enemy
models become casualties.
After disembarking, models may shoot
but may not assault unless the vehicle
they disembarked from is open-topped.
Designers’ Note: This particular
addition should attract a lot of
interest. Players will have to rethink
their transport vehicle tactics quite a
bit to cope with it. Compared to
previous editions of the rules,
transport vehicles have enjoyed a
golden era, perhaps to the extent
that the pendulum has swung too far.
This rule is an attempt to redress
matters a little.
MOVING AND SHOOTING
VEHICLE FIRING
“Diverse and many-fold weaponry is of the
greatest importance for the steel-clad
behemoth, lest it shall be confronted by
foes it cannot master. On the field of war,
Designers’ Note: Be sure to read this
section carefully as there are several
changes that will significantly affect
the way vehicles fire.
Embarking
A unit can get inside a vehicle by moving
to be at least partially within 2" of one of
its access points. The whole unit must
be able to embark or none of them can.
If some models are out of range, their
compatriots will wait until they can
mount up together. If the vehicle moved
before its passengers got aboard then it
may not move any further in the same
turn. If the vehicle has not moved
beforehand then it can move normally as
soon as the unit is on board.
An infantry unit can embark into an
open-topped vehicle in their Assault
phase if it consolidates and moves so
VEHICLE LINE OF SIGHT
Line of sight
Line of sight
Line of sight
blocked
Vehicle Weaponry
Vehicles can mount a frightening array
of weapons. These can be divided into
two broad categories: defensive
weapons and main weapons. Main
weapons are the primary means by
which the vehicle will achieve its set
objectives. They are defined as any
weapon of Strength 6 or greater.
Weapons with a random Strength which
can possibly be greater than 6 are
treated as main weapons. Defensive
weapons are not specifically required for
the vehicle to operate but provide it with
important protection against enemy
infantry. Defensive weapons have a
Strength of 5 or less.
The normal restrictions for infantry
moving and shooting don’t apply to
weapons fitted to vehicles. So a heavy
weapon mounted on a tank can still
shoot even though the tank may have
moved. Rapid Fire weapons can shoot
once up to the weapons’ maximum
range or twice up to 12". Otherwise,
Heavy and Assault weapons shoot the
number of times listed. Ordnance
weapons (a special type of extremely
heavy weapon normally only mounted
on vehicles) are dealt with in more detail
later.
Note that a twin-linked weapon counts
as a single weapon for the purposes of
shooting.
Defensive Weaponry
(Strength 5 and below)
Many vehicles have a range of weapons
with relatively low Strength but high rate
of fire. These weapons are intended to
help protect the vehicle from enemy
infantry and because of their relative
lightness and high rate of fire are largely
unaffected by the movement of the
vehicle. Consequently, a vehicle may
fire any or all weapons of Strength 5 or
below if it moves up to 6" in addition to
any main weaponry allowed.
Main Weaponry
(Strength 6 and above)
Some vehicles carry main weapons as
well as defensive weapons. This is
normally what distinguishes battle tanks
from personnel carriers. Any weapon of
Strength 6 or above counts as a main
weapon.
General rules for moving and firing
main weaponry:
• If a vehicle does not move, it can shoot
all its main weapons.
• If a vehicle moves up to 6", it can
shoot one main weapon.
• Vehicles that have moved more than 6"
do not shoot at all with their main
weaponry.
Fast Vehicles
These manoeuvre more rapidly than
ordinary tanks and other vehicles so
they can fire heavy weapons when they
move faster. They may fire all their
defensive weapons if moving up to 12".
• Fast vehicles moving up to 6" can fire
all their main weapons.
• Fast vehicles moving up to 12" can fire
one main weapon.
• Fast vehicles moving more than 12"
may not fire main weapons at all.
Walkers
Having sophisticated weapon systems
that are fully integrated with their crew,
Walkers can engage targets on the
move more easily than other vehicles.
This means they can always fire two
weapons (one from each side/arm)
regardless of whether they’ve moved or
not. Walkers who do not move can fire
all their weapons.
Walkers make no
distinction between main weapons and
defensive weapons.
they moved during the Movement phase
as this will have given them opportunity
to bring weapons to bear.
Troops Firing From Vehicles
Troops aboard vehicles can fire from
firing slits, hatches or over the sides of
the fighting compartment if the vehicle is
open-topped.
All of the models aboard an open-topped
vehicle can fire.
Fire Points.
Each enclosed vehicle has
a number of fire points defined. A fire
point is a hatch or gun slit from which
one or more passengers inside the
vehicle can fire. The number of fire
points on each vehicle and how many
models can fire from them is specified in
the 2003 Chapter Approved compilation.
Troops firing from a vehicle count as
moving if the vehicle moves and may
not fire if the vehicle moves more than
12". This means they may not fire heavy
weapons from a moving vehicle unless
normally allowed to fire heavy weapons
while moving.
If passengers fire from a closed vehicle
and do not have an Armour save of 3+
or better, then in the following turn
enemy firing at the vehicle count it as
open-topped.
ORDNANCE WEAPONS
Especially large weapons are called
ordnance. These weapons are so huge
and powerful that they cannot be
physically carried but must be mounted
onto a vehicle or built into the structure
of a fortress. For the most part they are
used by the heavily mechanised armies
of the Imperial Guard. As noted in the
weapons section, ordnance weapons will
normally use the large Blast marker.
Designers’ Note: The changes made
to the Moving and Firing rules for
vehicles are intended to make
vehicles more dynamic in battle and
to encourage the use of tank
sponsons and other back-up
weaponry. Given the ranges of such
weapons, it is quite likely they would
be able to find a target anyway so
game balance will not be massively
altered. The main difference will be
that they are more fun to use.
USING ORDNANCE WEAPONS
Ordnance weapons may also be barrage
weapons, this is indicated by a ‘G’ (for
guess) in their range, indicating that the
crew guess how far the target is away
and aim to drop their shots down on top
of them from high. Ordnance barrages
work slightly differently from normal
ordnance attacks so the two types of
attack are described separately.
If an attempt is made to fire an ordnance
weapon, then the vehicle may fire no
Turning to Face
Turrets can be turned to face without it
counting as movement.
Any vehicle that is not immobilised can
pivot on the spot without counting it as
movement so they can fire as if they
were stationary. They may not do this if
VEHICLE MOVING & FIRING SUMMARY
Type
Stationary
Up to 6"
Up to 12"
More than 12"
Normal
All weapons
1 main weapon
No weapons
No weapons
All defensive weapons
Fast
All weapons
All weapons
1 main weapon
No weapons
All defensive weapons
Walker
All weapons
2 weapons
Not applicable
Not applicable
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