VEHICLES

Vehicles have special rules for movement, combat, transport and damage.  Cars, tanks, trucks, speeders, dreadnoughts, and  titans, are all classified as vehicles.  Bikes are treated as Mounts.  Mounts are treated as troops, NOT vehicles (see Main rules for details).


MOVEMENT
FORWARD.  Vehicles move straight ahead at a cost of 1" for 1" moved.
BACKWARD.  Vehicles may move in reverse at a cost of 2" for each 1" moved.  A vehicle may not move forward AND backward in the same turn- only one or the other!
TURNING.  A vehicle may turn in increments of up to 45 degrees- pay 2" of move for every 45 degrees turned.
 
FORWARD
1 per 1"
BACKWARD 2 per 1"
 TURN 45 D. 2"

SPLIT MOVE.  Vehicles with 2x move values may move the value listed, spend an action, and move the value listed again (good for drive-by attacks).
JUMPS.  Vehicles may attempt jumps just like infantry: Roll 1 red for every 4" the vehicle moved in a straight line before jumping.  Vehicles with only 1 armor may reroll one die of their jump rolls!   INDOORS.  Vehicles may not move inside of buildings. Compact vehicles (including Mounts)  may move inside of buildings through a forced entry, but do not receive any cover bonus for being indoors. They may go up stairs and across catwalks, but may not climb ladders.
BLIPS. Vehicles except Fliers may reveal blips by moving past them. Models inside the vehicle may not normally pick up blips.
FALLING: If a vehicle falls (from driving off a cliff, for example) it takes damage when crashing.  Roll 1 red for every  3” fallen, +1, vs. armor.

OVER-RUNNING: A vehicle may over-run troops in its path during movement by paying movement for each model overrun (see table below).   The vehicle rolls it's MELEE value against the defender’s melee as a standard contested roll.  If the defender wins, deduct the vehicle's armor from the damage done.  If the defender survives, place them to the closest side of the vehicle.  The over-running vehicle may continue with its movement.

 
TARGET MOVE COST
SMALL FREE
NORMAL 1"
HEAVY 2"
BIG / MOUNTS 3"
RAM 5"
RAMMING: If a vehicle collides with a structure or another vehicle, it is a ram.   Rams deduct 5" of movement from a vehicle if it has any left at the time of ram. Vehicles roll their MELEE vs. the other's armor.  Buildings and wrecked vehicles roll 1 red, +1 / armor, vs. the vehicle's armor.  These rolls are mutual (not contested), so both could potentially take damage!  Flying vehicles may not be rammed, except by another flyer.  The ramming vehicle must deduct 5" from it's move as a result of the ram, and may continue movement (if it has any left) ONLY if it has destroyed it's opponent or if the opponent is a smaller vehicle (in which case it will push the smaller vehicle aside).

FIRING WEAPONS
FIRING: A vehicle may fire all of it's weapons as an "action", assuming the weapon is not destroyed or jammed.   Weapons may be fired before or after movement, as long as they are not fired more than once during the vehicle's turn.
ARC AND RANGE: Measure range from the tip of the weapon's barrel.   Check LOS from the pivot point of the weapon.  If LOS passes through any other part of the vehicle, it may not fire!
TROOP FIRING:  Troop models in an open transport vehicle may fire if the vehicle does not take extra movement that turn.
SNAP FIRE: Vehicles may fire any BASIC weapons they have as a snap fire attack against models attacking it in melee.

ATTACKING A VEHICLE
DAMAGE MARKERS: Vehicles have a specified number of hits.  When it has lost all it's hits, it is Wrecked.  Leave the wrecked vehicle there unless it Explodes (see FIRE below).  For every 5 hits on a vehicle, the vehicle MUST take 1 DAMAGE CARD, drawn at random from the Damage Card deck.  If you draw more than one of the same card, use it anyway and only apply the effects marked "(cumulative)" for the additional card.
  EXPLODE: Remove the vehicle model if it explodes.  The area effect of an exploding vehicle depends on the size of the vehicle.  The area is circular, with a radius equal to the width of the vehicle at it's widest point (from edge to edge). For all targets within the area, roll OO vs. armor, graze = wound, KB (from center of vehicle).

SHOOTING: Vehicles have armor values just like troops.  All vehicles are considered BIG targets; they may not take cover (except from smoke or darkness), and may not hide. They ignore knock-back.  Line and area effect weapons do not roll extra dice against the vehicle.  +P weapons add +1 to their roll against the vehicle. Any graze does 1 hit to the vehicle. Weapons with areas of effect may target a single vehicle, in addition to any models in front of the vehicle.  The vehicle blocks the shot from targeting models any further away.  Models behind the vehicle, and models in open transport may be targeted if in line of sight, but this attack cannot include the vehicle itself or any models in front of the vehicle.  Models behind the vehicle are considered in front cover.  Models in an open transport vehicle are considered in full cover.

RUSHING: If a troop attacks a vehicle in melee, roll the attacker’s melee against the vehicle’s melee as normal.  If the attacker wins, deduct the vehicle's armor from the damage.  Flying vehicles may not be rushed.

TROOP TRANSPORT: Some vehicles have the capacity to transport models, in either an open or closed transport space. Troops must spend a full move to move into or out of a friendly vehicle’s transport space.  The vehicle may NOT take extra move on any turn they pick up or drop off troops.    Heavy and Big models may only be transported in Open transport space unless otherwise noted.  Heavy troops take up 2 normal spaces, Big models take up 3 normal spaces.

Troops inside a closed transport are treated as out of line of sight. Troops inside open transport are treated as in full cover. Models inside vehicle transport may not be attacked in melee unless the attacker boards the vehicle (see boarding, below). Models in open transport may fire their weapons at outside targets if the vehicle does not take extra move.  They may not normally melee targets outside the vehicle.


OTHER RULES

BOARDING(optional): Models adjacent to an OPEN enemy vehicle may attempt to board it. Boarding attempts are counted as a full move.  The model must make a jump roll of 3” to successfully clamber up the side of a vehicle which can still move. A model may also board from an adjacent vehicle; this reduces the jump roll to 1” (this jump is not automatic).  If the jump is missed, the boarder must take a stun.   Flying troops need only land in an open vehicle to board it.    Place successful boarders  in the open transport area if there is room.
ONCE BOARDED: A boarder can add +1 to any attacks against the boarded vehicle.   Models which have boarded a vehicle may fire at or melee any enemy models in the open transport section and vice-versa. Treat the open transport section as mixed forces.   Friendly models may board a vehicle to fight enemy boarders  There is no jump roll required to board the vehicle from its own transport sections.  Friendly models still take a stun when the vehicle moves (max 1 stun / turn).

DROP PODS: Drop pods are treated as vehicles, except they cannot move. Drop pods must always arrive on the second turn of the game.  Nominate a target spot to land- the pod will ALWAYS deviate 2d6" in a random direction. Assume anything under a 2" template is hit by the pod when it lands.  If it hits a vehicle or building, treat as a RAM! If there are any troops underneath, treat the pod as a 3" blast weapon, rolling three reds.

STOCK CREW: Stock crew are crew that come with a vehicle, and are not indicated in the transport space on the vehicle chart (the driver of a Rhino, for example).   Stock crew may never leave the vehicle.  If the vehicle is destroyed, the stock crew are lost with it.

VEHICLE EQUIPMENT CARDS: Vehicles can be equipped with additional equipment at a cost of 3 points per card. Equipment cards can be discarded in lieu of taking 1 hit (may not be used after discarded).
 
 


Vehicle Statistic Charts Vehicle Weapon Charts
These include all information needed to run any given vehicle.
Vehicle Damage Cards   Vehicle Equipment Cards
(NOTE: the numbers at the bottom of some cards are the maximum number of that card you can put on any one vehicle. Otherwise, you may apply as many of that card as you like, with cumulative effects. Bikes may take 1 card max). Cards cost 5 points each.

FOLLOWING ARE THE STATS FOR MANY VEHICLES USED IN RULES CRUSADE.
TRANSPORT:  Number of troops vehicle may carry. C=closed transport. O=Open transport (troops have cover).
WEAPONS:  Weapons that rapid fire may do so at up to 12".  Basic weapons may SNAP FIRE.
FLYERS:  may not move in reverse and cannot reveal or pick up blips. Flying vehicles may not be rushed, rammed, or boarded except by flyers.

IMPERIAL GUARD VEHICLES
 VEHICLE M  A H  MELEE  TRANS. WEAPONS, notes PTS.
 CENTAUR 12  2 14  OO+1 -- Battle Cannon,Storm Bolter 20
CHIMERA 12  2 12  OO+1 12/C Autolaser, Heavy Bolter, 2 x Gunport Card 30
LEMANN RUSS 12  2 16  OO+2  -- Battle Cannon/Thunderer, 3x Lascannon 40
BASILISK 10  2 12  OO+1 (2/O crew) Earthshaker, Heavy Bolter 25
HELLHOUND 12  2 12  OO+2 -- Inferno Gun, Heavy Bolter 20
GRIFFON 12  2 12  OO+1 (2/O crew) Thunderer, Heavy Bolter 20
BANEBLADE 8  3 24  OO+3 4/C Battle Cannon, 3x Lascannon,  Thunderer, 3x Storm Bolter 100

SPACE MARINE VEHICLES
 VEHICLE M A H  MELEE  TRANS. WEAPONS, notes PTS.
 RHINO 14  2 12  OO+1 10/C Storm Bolter 20
 WHIRLWIND 12  2 12  OO+1 5/C Multilauncher 30
 VINDICATOR 12  2 12  OO+1 5/C Storm Bolter, Thunderer 30
 RAZORBACK 12  2 12  OO+1 5/C Storm Bolter, Vehicle Weapon. 30
 PREDATOR 12  2 16  OO+1 -- Vehicle weapon, 2x Heavy Weapon.  35
 LAND RAIDER 12  3 12  OO+3 10/C* 2x twin lascannon, Heavy Bolter 60
 LANDSPEEDER  2 x 8  2 6  oo -- Heavy Weapon, Heavy Weapon.   Flyer. 20
 DROP POD (sp.)  2 12  OO+2 10/C Heavy Weapon 20
 DREADNOUGHT 10 3 7  OO+4 -- Basic Weapon, Vehicle Weapon 30
 FURIOSO " 12 3 7 OOO+6 -- Basic Weapon x2 30
 SUPPORT " 10 3 7  OO+2 -- Vehicle Weapon x2 30
 RAPTOR 2 x 10  2 12  oo 6/C VT (Twin hvy Bolter).  Flyer. 50
 THUNDERHAWK 2 x 8  3 18  OO+1 20/C*, or 1Rhino Battlecannon,  4x Twin Heavy Bolters. Flyer. 90
*These vehicles may transport Heavy (2 per) or Big (3 per) models even though they are closed transports.

ORK VEHICLES
 VEHICLE M A H  MELEE  TRANSPORT WEAPONS, notes PTS.
 BATTLEWAGON 12  2 14  OO+3  8/O  -- 20
 GOBSMASHA 12  2 8  OO+1 8/C  Battlecannon 30
 WAR BUGGY 16  2 6  OO --  Heavy Weapon 15
TRUKK 14  2  8  OO+1 6/O  Heavy Weapon 20
 SQUIGGOTH 14  2 12  OO+3 5/O  Heavy Weapon 25

ELDAR VEHICLES
 VEHICLE M A H  MELEE  TRANSPORT WEAPONS, notes PTS.
 VYPER 2 x 8  1 5 -- --  Basic, Heavy Weapon.   Flyer.  Jink. 20
 FALCON 16  2 12  OO +1 10/C  Lascannon, Multilaser, Shurikat 35
 FULCRUM 16  2 12  OO +1 10/C  Superlaser,  Shurikat 30
 TEMPEST 12  3 12  OO +2 --  Pulsar, Shurikannon, 6x Shurikat 75

CHAOS VEHICLES
VEHICLE  M  A H  MELEE  TRANSPORT  WEAPONS, notes  PTS.
 BLOOD CAULDRON  12  2 14  OO+2 --  Inferno Gun, 2x Bolters  25
 KHORNE CANNON  10  2 14  OO+2 --  Earthshaker 20
 BRASS SCORPION  12  2 18  OOO+3 --  Assault Cannon 30
 DOOMWING 2x10  2 12  OO+2 -- Assault Cannon, 2x Conv. Beam 30

TYRANID VEHICLES
 VEHICLE M A H  MELEE  TRANSPORT WEAPONS, notes PTS.
 EXOCRINE 10 2 14  OO+2 --  Earthshaker, 2x Deathspitters 20
 MALEFACTOR 14 2 14  OOO+3  10/C  2x Deathspitters 25
 DROP SPORE -- 2 10  OOOO 10/C (or 60 pts).  Lash Arms.  Drop pod.  25

VEHICLE WEAPONS CHART
 BASIC DICE GRAZE FAIL NOTES- can absorb 1 hit
 Storm Bolter Oo K J KB, Rapid Fire
 Flamer Oo W J Burn, FT.
 Heavy Stubber OO S J Rapid Fire
 Shurikat ooo W J (Eldar Only)
 Deathspitter OO W J (Tyranids only)
 HEAVY DICE GRAZE FAIL NOTES- can absorb 2 hits
 Heavy Bolter OO K J KB, Split fire, Rapid Fire
 Heavy Flamer OO+P W J HFT, Burn
 Multimelta OOO+1 W J HFT
Missile Launcher OO K J 2"B, ignore range
 Shuricannon OOO W J Split Fire, Rapid Fire (Eldar Only)
 Heavy Plasma OOO W J Line Effect
 Las Cannon OOO K -- Or, take two shots at OO
 Autolaser OOO S -- Split Fire, Rapid Fire
 Autocannon OOO W J KB, Split Fire, Rapid Fire
 Lash Arms  OOx3 W -- 6" range. KB. (Tyranids only)
 Voltage Field OOO S -- Snap Fire only.
 VEHICLE DICE GRAZE FAIL NOTES- can absorb 3 hits
 Twin Hvy Weap. adds +1 as 
weap.
as
weap.
Any heavy weapon can be upgraded to a twin version.
 Battle Cannon OO+1 K J 2" Blast, Ignore Range Penalties
 Thunderer OO+1+P K J 2" Blast.  Reload.
 Inferno Cannon OO+1+P W X Burn, HFT +6" range
 Multilauncher OO W J 2" Blast, 3 shots per fire.
 Assault Cannon OOO+1 K J/X Split Fire, Rapid Fire
 Super Laser OOO+1 K -- Eldar, Dreadnoughts only
 Earth Shaker OO+2+P W J 2" Blast, Barrage. Reload.
 Pulsar OOOOO K -- Split Fire (Eldar only).
DISPOSABLES DICE GRAZE FAIL NOTES- Can absorb 1 hit.  1 shot / game.  May take 2 instead of a vehicle card.
 HK missile OO+2+P K -- 3" Blast.
 Frag Defender OOO W -- 3 x 3" Area.  Ignores firer.  May Snap Fire.

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