Roll to-Hit a vehicle as if it were an infantry figure, but with the following changes:
Burn! |
- A Vehicle may never Cower.
- A Vehicle must be 50% obscured or in area terrain to claim Concealment.
- In Shooting resolve the hit against the relevant Vehicle Armor facing (Front or Other). Direct-fire hits from the front quarter use the Front Armor. All other Hits use the Other Armor rating.
- In Firefight resolve the hit against the Vehicle's Other Armor.
- Each point of Vehicle Armor on the facing increases the to-Wound roll by 1. Each point of Anti-Tank on the weapon negates one point of Vehicle Armor rating.
- Buttoned Vehicles (including Sealed Vehicles) are immune to the double-six rule. If their Vehicle Armor rating brings the to-Wound number to 7+ or above, they cannot be wounded at all by that weapon.
- Open-Topped Vehicles (including all Unbuttoned Vehicles) can be wounded by double-sixes. If their Vehicle Armor rating brings the to-Wound number to 7+ or above, then reroll every six. A second six results in a Wound.
- If the roll exactly equals the score needed to-Wound (or is double-six) the vehicle is potentially Stunned.
- If the roll exceeds the score needed to-Wound, then the Vehicle is potentially Destroyed.
- Vehicles are big. By default, all Vehicles are Awkward 2, which reduces their Cover Save by 2.
- A typical Vehicle has a 5+ base Cover Save in Shooting.
- A typical Vehicle has NO base Cover Save in Firefight.
- A Vehicle must be 50% obscured by Hard Cover in order to gain a bonus from it.
- A Vehicle 25% obscured by Hard Cover may claim a Soft Cover bonus instead.
- A Vehicle must be 50% obscured or in area terrain to gain a bonus from Soft Cover.
Melee
Vehicles do not like Melee, when they can be swarmed by enemy infantry carrying bombs, guns, or even just gun butts. Melee follows the usual ruleswith the following exceptions:
The following rules apply to-Hit Vehicles in Melee:
- Any enemy infantry model in base contact with a Vehicle or within 2" automatically hit a Vehicle (including a Sealed Vehicle) with their full Rate of Attacks. (Usually, this is only 1 for bombs or grenades.)
- Attacking Models must roll to-Wound Buttoned Vehicles (including all Sealed Vehicles). Resolve the to-Hit against the Vehicles Side Armor.
- Each point of Vehicle Armor on the facing increases the to-Wound roll by 1. Each point of Anti-Tank on the weapon negates one point of Vehicle Armor rating.
- All Vehicles in Melee can be wounded by double-sixes. If their Vehicle Armor rating brings the to-Wound number to 7+ or above, then reroll every six. A second six results in a Wound.
- If the roll exactly equals the score needed to-Wound (or is double-six) the vehicle is potentially Destroyed.
- The weapon must be a Melee weapon to attack -- no shooting guns in Melee.
- Open-topped Vehicles (including Unbuttoned Vehicles), Immobilized Vehicles and Stunned Vehicles are automatically destroyed in Melee.
- Vehicles do not normally receive a Cover Save in Melee (although special vehicles may for some reason receive them -- for example, if they have a force field.)
- Vehicles must are always considered to have lost Melee and must attempt to Break Away.
These rules separate Firefight (when the tank and its foes are shooting at each other) and Melee (when those foes are smacking tanks with clubs, fists and bombs). A tank that does not Suppress enemies in Firefight should be deep poo, as it has failed to prevent enemy infantry from reaching its hull and swarming all over it.