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Vehicles

A vehicle is a model apart: it has neither Wounds nor an Armour Save. Instead, it has Hull Points, Armour values (front, side, rear) and each of its weapons fires within a specific fire arc.

  • Always alone. A vehicle always forms a unit of a single model.
  • No Armour Save. A vehicle can only use Invulnerable or Cover Saves (Damage Mitigation rolls are still allowed: they are not saves).
  • Hull Points. These are the vehicle's "life". Reduced to 0 Hull Points, it is Removed as a Casualty.
  • Statuses. A vehicle can suffer all statuses except Routed (it has no Cool). It can only get rid of them with a Repair Test or the Battlesmith special rule.

Repair Test

In the Statuses Sub-phase, roll 1D6 for each vehicle you control: on a 6, remove one status of your choice from it. Some special rules add dice or improve the target number.

A vehicle moves like other models, up to its Movement Characteristic, and can end facing any direction. Its facing matters enormously: it determines the facings targeted by the enemy and the fire arcs of its own weapons.

  • Pivoting is not moving. A vehicle may pivot on the centre of its hull instead of moving: it then counts as having remained Stationary (the pivot must end more than 1" from any enemy).
  • No rushing. Having no Initiative, a vehicle cannot Rush — unless it has the Fast Sub-type.
  • No climbing. A vehicle cannot move vertically within terrain or onto terrain pieces to go up a level. It can never be deployed on a level above the battlefield's ground level (level 0), nor occupy one in any way, nor be on the battlements of a building (FAQ October 2026).
  • Dangerous terrain. Failed test = the vehicle suffers 1 point of Damage (no penetration roll, no save or mitigation possible).

Driving through other units

Unlike other models, a vehicle can move through units that are not vehicles (but never through another vehicle or terrain), and it cannot end its move on a model or within 1" of an enemy.

Friendly unit moved through

  • No effect: its models are not even moved.

Enemy unit moved through

  • It suffers D6 hits at Strength 6, AP – (allocated by its owner). It can trigger the Death or Glory Advanced Reaction.

A vehicle shoots with its Ballistic Skill like everyone else, but with two big differences: each weapon is limited to its fire arc, and it can split its weapons between several targets.

Targeting several units comes at a price: if the vehicle makes several Shooting Attacks in the same phase, all its attacks are Snap Shots… except those with Defensive Weapons. Each Shooting Attack must target a different unit, and each weapon is used only once per phase.

Defensive Weapons and Battle Weapons

Defensive Weapons and Battle Weapons: categories, weapons concerned and advantage
Category Which weapons? Advantage
Defensive Weapon Strength 6 or less (or listed as such) Never Snap Shots when targeting several units
Battle Weapon Strength 7 or more —

Fire arcs and weapon mounts

Draw two imaginary lines through the corners of the vehicle to define four arcs: front, rear, left and right. Each weapon's profile states its mount, which determines where it can fire:

Vehicle fire arcs by weapon mount
Mount Can fire… Bonus
Hull (Arc) Within the single arc stated (e.g. front) —
Turret Within all 4 arcs, without restriction —
Centreline Within the strip extending the sides forwards (or rearwards if specified) —
Sponson Within its side arc (left or right); usually one mount per side Always a Defensive Weapon
Pintle Within all 4 arcs, without restriction Always a Defensive Weapon + Assault trait
Co-axial (X) Within the arcs of weapon X to which it is attached Must target the same target as weapon X, otherwise does not fire

  1. Line of Sight and Hit Tests as usual (Line of Sight measured to the hull, not counting protruding barrels and antennae).
  2. Which facing is hit? Draw two imaginary lines through the corners of the vehicle: the zone the shooter is in shows the facing targeted (front, side or rear). If the shooter can see two facings, the vehicle's owner chooses. Indirect fire or no Line of Sight: always the Side Armour.
  3. Armour Penetration roll instead of the Wound Test: 1D6 + the hit's Strength, compared with the Armour value of the targeted facing.

Total < Armour

  • No effect, the hit is discarded.

Total = Armour

  • Glancing Hit: no damage, but one roll on the damage table below.

Total > Armour

  • Penetrating Hit: unless a save (invulnerable/cover) or mitigation is passed, the vehicle loses as many Hull Points as the weapon's Damage characteristic.

Vehicle damage table

(1D6 per Glancing Hit)

Vehicle damage table: dice result and effect
Dice Result Effect
1–2 Sensors scrambled Stunned status
3–4 Engines damaged Pinned status
5–6 Weapons damaged Suppressed status

Status already present? If the result gives a status the vehicle already has, it instead loses 1 Hull Point — with no save or mitigation possible.

Wrecks

At 0 Hull Points, the vehicle is Removed as a Casualty. Optionally (if both players agree), a wreck can be left on the table: it counts as difficult and dangerous terrain and grants a 6+ Cover Save (no wreck if the vehicle exploded via Explodes (X)).

Remember the essentials: a vehicle never charges and never strikes but the enemy can charge it and tear it apart.

  • No charges, no attacks, no locking: a vehicle does not lock the enemy in combat and is never Locked in Combat.
  • Being charged. A charge is declared against a vehicle as normal; it can react and make its Volley Attacks at step 4 of the charge if it has suitable weapons.
  • Striking it in combat. The vehicle counts as WS 1. Every hit is resolved against the Rear Armour, whatever the combatants' positions, with penetration rolls (no Wound Tests).
  • Resolution. As it does not attack, a lone vehicle will normally lose the combat. It can only Hold at the end of the combat, then moves normally in its next Movement Phase.
  • Staying in contact pays off: a unit still in base contact with the vehicle in its own Assault Phase can attack it again, without counting as having charged.

A vehicle with the TransportIts Transport Capacity characteristic sets the number of models that can embark on it (one model per point, unless Bulky (X) states otherwise). Only Infantry or Paragon models with the same Faction trait can embark or disembark, one unit at a time and in its entirety — never partial embarkation. The embarked unit remains a separate unit from the transport in all respects. Sub-type can carry a unit. The rules govern who gets in, when, and what happens when everything blows up.

Who can get in?

  • Transport Capacity: 1 model per point of capacity. Models with the Bulky (X) special rule count as X models.
  • Only InfantryThe most common type: uses the core rules without any bonus or penalty. An Infantry model can embark on and disembark from a model with the Transport Sub-type. or ParagonAllocates the hits it inflicts itself, both shooting and in melee. Can join or leave an Infantry unit (and vice versa), embark on a model with the Transport Sub-type, issue and accept Challenges, and lend its characteristics to its unit for any characteristic test. Counts as its base Wounds value for combat resolution. models with the same Faction trait as the transport.
  • Only one unit at a time (characters who have joined the unit are part of it), and the whole unit or nothing: no partial embarkation.
  • The embarked unit and the transport remain two separate units in all respects.

Embarking / Disembarking

  • Only in the Move Sub-phase; a unit cannot embark and disembark in the same Movement Phase.
  • Embarking: all models in the unit must start or end the sub-phase within 2" of a facing of the transport with an access point (doors, ramps, hatches — shown on the profile). The unit is then removed from the table.
  • Disembarking: before or after the transport moves (not during). Place the models one by one in contact with a facing with an access point, never within 1" of an enemy, in unit coherency. Cannot be placed = Casualty.
  • After disembarking: the unit can shoot (it counts as having moved) and charge — but as a Disordered charge, unless the vehicle has the Assault Vehicle rule.

During the journey

An embarked unit is treated as temporarily out of play: it cannot be targeted by anything, makes no attacks or Reactions, and all effects it generates (such as Fear (X)) cease. Its statuses are kept but frozen until it disembarks, and nothing that affects the transport affects it… as long as it keeps rolling.

Emergency Disembarkation

If the transport is destroyed with a unit on board, that unit must make an Emergency Disembarkation before the vehicle is removed — even if it embarked in the same phase:

  1. Place each model in contact with the transport's hull, never within 1" of an enemy or in impassable terrain (no need for unit coherency). A model that cannot be placed = Casualty.
  2. No damage from the attack that destroyed the transport is transferred to the unit.
  3. Once everyone is placed: Cool test. If failed, the unit gains the Pinned status.

The Sub-type is shown in brackets after the type on the profile, e.g. Vehicle (Fast, Transport). Each Sub-type adds its rules to the core rules above.

Transport

  • Can embark and disembark units.

Stable

  • Always fires as if it had remained Stationary, whatever its movement (unless it has Rushed).
  • Its multiple Shooting Attacks are not all Snap Shots.

Fast

  • Can Rush: a fixed +6" (no Initiative).
  • Can shoot while Rushing, but everything is Snap Shots and with no multiple Shooting Attacks that turn.
  • Fast + Transport that Rushes: no one disembarks that turn (except by Emergency Disembarkation).

Super-heavy

  • Ignores difficult and dangerous terrain (but not impassable).
  • Always fires as if Stationary; its multiple Shooting Attacks are not all Snap Shots.
  • Only reacts to Paragons, Super-heavies, Knights and Titans.
  • No roll on the damage table: it loses 1 Hull Point instead.
  • If it transports: as many units as you like, within the limit of its capacity.

Knight

  • Distances measured to and from its base, not its hull.
  • Profile with WS, Strength, Initiative and Attacks in addition to the vehicle characteristics; never any Transport Capacity.
  • Only 2 armour facings (front/rear); hits targeting the side target the rear instead.
  • Can Rush thanks to its Initiative.
  • Ignores difficult and dangerous terrain, but can neither move through nor end its move on impassable terrain.
  • Ignores other models/units when moving (never counts as having moved through an enemy unit), but must end more than 1" from any model outside its unit if it has stepped over one.
  • Does not block Line of Sight; a unit made up entirely of Knights can still be targeted by shooting even while in combat.
  • Its own fire arcs, limited to front/rear. A Carapace Mount (Arc) can target within any of its stated arcs, but not a target within 8".
  • Can declare charges and attack in the Fight Sub-phase; its Defensive Weapons have the Assault trait.
  • Failed charge by a unit made up entirely of Knights: dice roll against the unit's best Auto-repair (X) value, or the whole unit gains the Stunned Tactical Status.
  • In combat resolution, the controller of a unit with at least one Knight model may choose Consolidate or Fall Back in addition to Hold (restrictions may apply).

Titan

  • Ignores difficult and dangerous terrain, and can move through impassable terrain without ending its move in it.
  • Its multiple Shooting Attacks are not all Snap Shots.
  • Restricted Reactions, and damage and shooting/combat attack rules specific to Titans (different from other vehicles).
  • If it transports: as many units as you like, within the limit of its Transport Capacity.
  • Cannot gain any Tactical or Cybertheurgic Status.
  • Immune to psychic powers, weapons and reactions.
  • Cannot be targeted by the Battlesmith (X) special rule.