Vehicle Rules

The myriad of vehicles and their variant patterns available to the Imperial Guard could fill volumes, and since the times of the Great Crusade, vehicles for almost every situation have been discovered and rediscovered. From the nimble Tauros scout car to the mighty Crassus Armoured Assault Transport, there is a vehicle for almost every job within the Imperial Guard. The vehicles included in this section cover only the most common or famous—the types of vehicles that have brought glory to the Imperium for thousands of years!

VEHICLE TYPES

Within ONLY WAR, there are six different vehicle types:
Tracked Vehicles: More commonly referred to as “tanks,” tracked vehicles make up the vast bulk of all the Imperial Guard’s armoured formations. Slower than most other forms of ground transport, tracked vehicles make up for this with thicker armour and their ability to traverse more terrain types than wheeled vehicles.
Wheeled Vehicles: More commonly used in scouting roles within the Imperial Guard, wheeled vehicles eschew cross-country terrain abilities for greater speed and manoeuvrability. Numerous other races, especially the Orks, make extensive use of wheeled vehicles, preferring their rapid and dextrous movement to heavier and slower tracked vehicles.
Skimmers: Ancient, arcane, and almost impossible to reproduce on a large scale, skimmer vehicles are able to glide above the ground, ignoring any and all obstacles. Skimmers are often faster and more manoeuvrable than other types of vehicles but usually at the expense of armour and durability. Virtually unheard of within the Imperial Guard, skimmers are seen mostly within the ranks of the Tau as well as the Eldar and their dark kin.
Walkers: Mostly bipedal in form, walkers often act as scouts and infantry support units where they use their heavy frames to bring otherwise immobile heavy weapons into the thick of combat. Not much faster than a man on foot, walkers sacrifice speed for the ability to traverse terrain that would be perilous for even tracked vehicles.
Aircraft: Aircraft use the aerodynamic principles of lift and powerful engines to remain aloft. Their applications are wide and varied, from air superiority fighters like the Thunderbolt, to close-support gunships like the Vulture and even the ramshackle “Deffkopta” attack craft favoured by the Orks. Aircraft are more the purview of the Imperial Navy than they are the Imperial Guard, and thus their rules will not be covered in this Core Rulebook.
Spacecraft: The term spacecraft covers a wide variety of vehicle types that operate outside of a planet’s atmosphere. For the most part, they are beyond the scope of the ONLY WAR rules and are not covered in this Core Rulebook.

VEHICLE SPEEDS

In ONLY WAR, vehicles have two different modes of movement:
Cruising Speed: A vehicle’s Cruising Speed represents how fast a vehicle moves when it is travelling long distances and is therefore mostly relevant to Narrative Time. This speed is also used for high-speed situations, such as chases.
Tactical Speed: A vehicle’s Tactical Speed represents how fast a vehicle moves in situations that require skilful handling, or when the vehicle is operating in a limited or specific area such as a narrow canyon or small field. This is not the vehicle’s full speed, but an abstraction of the distance it can move taking into account turns, acceleration, driver distractions, and terrain. Tactical Speed is what a vehicle uses during Structured Time.

MANOEUVRABILITY

A Dark Eldar Raider is extremely fast and nimble, able to duck and weave between hab blocks as its crew search for victims, whereas a Leman Russ Demolisher is a ponderous leviathan of armour and guns, and is more likely to plough straight through a hab block rather than go around it. Much of a vehicle’s manoeuvring depends on the skill of the driver, but some vehicles are innately more manoeuvrable than others. A vehicle’s Manoeuvrability is a representation of how well a vehicle responds to the commands of its driver or crew. This is represented by the vehicle’s Manoeuvrability Value, which provides a modifier (either positive or negative) to the driver’s Operate Skill while operating said vehicle. The vehicle’s Type can also play a part in how manoeuvrable a vehicle is, as can some Vehicle Traits. These will be noted where applicable.

CREW AND CARRYING CAPACITY

The Imperial Guard make extensive use of transport vehicles, and thus these types of vehicles usually dedicate most of their structure to open spaces for squads of Guardsmen (or sometimes whole platoons!). Even non-transport vehicles can have large crew compliments, such as the Leman Russ, a battle tank that can have up to six crew at any given time. Other vehicles, such as the nimble Sentinel scout walker, only have room for one.
All vehicles have a crew rating that lists both how many crew a vehicle may have at its maximum, as well as what positions those crew must fill (e.g. driver, gunner, sponson gunner, etc.). Some vehicles also have a Carrying Capacity to represent their ability to transport additional personnel outside of their regular crew compliment. Carrying Capacity is always looked at in terms of standard sized humans, and the GM should be sure to keep the vehicle’s total Carrying
Capacity in mind should larger beings (like Ogryn) or smaller constructs (like Servo-Skulls) find themselves needing transport. The Chimera armoured transport, for example, has a Carrying Capacity of 12, indicating that twelve standard human-sized people can be transported within the vehicle.

FACINGS

All vehicles have what are called Facings and these are used to determine how much Armour an attacker must overcome, as well as the Firing Arcs of some weapons, especially Fixed and Hull-Mounted weaponry. There are four Facings:
Front: Represented by a 90-degree arc to the front of the vehicle, any attacks made within this arc strike a vehicle’s Front Facing Armour Value.
Rear: Represented by a 90-degree arc to the Rear of the vehicle, any attacks made within this arc strike a vehicle’s Rear Facing Armour Value.
Left Side/Right Side: Both of these locations are represented by 90-degree arcs, and while most vehicles have the same Armour value on their left and right side, it is important to distinguish between the two. A vehicle that has a weapon on its Right Side Facing but not its Left Side Facing cannot suffer damage to that weapon if attacked from the opposite Facing.

WEAPONS, WEAPON MOUNTING, AND FIRING ARCS

Many vehicles in the Imperium are armed, ranging from the heavy flamers on Hellhound Flame Tanks to the massive volcano cannons mounted on Shadowswords. All vehicle weapon entries include the statistics for the weapon, which crew member controls the weapon, and also what Weapon Mounting the weapon has. A weapon’s mounting determines its Fire Arc. Each type of Weapon Mounting may also have additional rules.
Within ONLY WAR there are six types of Weapon Mountings:
Fixed: Fixed weapons are embedded within the hull of a vehicle and do not possess the ability to turn. They might have a limited vertical traversal ability, but otherwise only fire in a direct straight line from the Facing the weapon is mounted. To turn the gun from left to right the vehicle must move. A Basilisk’s earthshaker cannon is an example of a Fixed Weapon Mounting.
Hull: Hull weapons are similar to Fixed weapons in that they have a limited range of movement, but benefit rom being able to move from left to right as well as up and down. A Hull weapon has a 45-degree Fire Arc from the Facing the weapon is mounted. A Baneblade’s demolisher cannon is an example of a Hull Weapon Mounting in the Front Facing.
Turret: Turret-mounted weapons are often placed high on a vehicle on top of its hull to give them the greatest line of sight in as many directions as possible. They give the greatest tactical flexibility in their ability to point in almost every direction. A Turret weapon has a 360-degree Fire Arc, and only the vehicle itself can block this arc (e.g. a vehicle with multiple turrets would find that the Fire Arc of one turret blocks the other turret, or the vehicle itself, if the turret is mounted low enough, such as the lascannon turrets on a Baneblade). Turrets cannot turn to face directions instantaneously, and thus it takes a Half Action for every full 180-degrees that a turret needs to turn. The GM and the players should always be aware of which direction their turrets are facing, as this can be important for Critical Damage. Additionally, due to their heavier armour, turrets treat all hits as hits to the Front Facing, regardless of the direction the attack came from in relation to the turret’s current facing (see Table 8–24 Vehicle Hit Locations on page 275). A Leman Russ’ battle cannon is an example of a Turret Weapon Mounting.
Sponson: Sponson-mounted weapons are often used defensively on the flanks and sometimes even the rear of a vehicle, whilst the vehicle’s main weapon continues its assault upon the enemy. A Sponson weapon has a 180-degree Fire Arc from the Facing the weapon is mounted (e.g. a Sponson-mounted Weapon on a vehicle’s Left Side Facing has a 180 degree Fire Arc to the left of the vehicle). Walkers, unless specified otherwise, treat all their weapons as Sponson-mounted, specifically a Sponson mounting that gives them a 180 degree Fire Arc to the Walker’s Front Facing. This is to represent the fact that most Walkers have the ability to twist their torsos or even move their arms independently of the Walker’s main body in much the same way as a regular infantryman. A Leman Russ’ left and right heavy bolters and a Sentinel’s multi-laser are examples of Sponson Weapon Mountings.
Co-Axial: Co-Axial weapons are specially designed to be linked with other (usually larger) weapons. This is done for a variety of reasons, but most commonly to act as a guide (via tracer rounds) for the other gun. A Co-Axial weapon has the same Fire Arc as the weapon it is attached to and, as an exception to the standard rules for making attacks, a Co-Axial weapon may be fired at the same time as the gun it is linked to as a Full Action. The player first works out the shot from the Co-Axial weapon, as well as any Damage. If the Co- Axial weapon missed, then the other weapon just fires as normal. If the Co-Axial weapon hit with any shots, then the other weapon it is linked to gains a further +20 to the Ballistic Skill Test (but only for that shot, not subsequent shots unless the Co-Axial weapon is used again). A Baneblade’s autocannon is an example of a Co-Axial Weapon mounting.
Pintle: Pintle weapons are usually optional or additional weapons bolted onto turret rings or placed in areas where spare crew or even passengers can use them. They are usually comparatively light weapons, such as heavy stubbers, and are used to defend the vehicle in much the same way as sponson weaponry. Unlike the other weaponry mounted on a vehicle, Pintle weapons do not automatically have a crew member assigned to them. Instead, they may be fired by anyone who can realistically reach one during his Turn, or who reached one in a previous Turn. Even passengers may fire a Pintle weapon if they are able. Pintle weapons usually have a 360 degree Fire Arc, as they are often mounted on the highest point of a vehicle, but there are exceptions to this and the GM should be aware of what might block a Pintle weapon’s Fire Arc.

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