• No results found

Servitors and Familiars

In document Basic Armoury (Page 47-57)

Forge World Specific Holy Ordos Specific Reliquary

Judgement Lathes specific

Rogue Trader Specific Navis Primer Specific Astartes Specific Rites of Battle

Vehicles

Contains all vehicles using the rules as presented in Into the Storm, Rites of Battle, and Battlefleet Koronus.

The sections called ITS are from Into the Storm. Abbreviation is ITS.

The sections called Rites are from Rites of Battle. Abbreviation is ROB.

The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and round up to the next whole number.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

Keyword Reference

Anti-Grav Engines The vehicle may count as a Skimmer (and follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.

Attack Bike

Bladevanes

Bomber This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated.

Bullet Spray The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.

Breaching Vehicle (X) [Y] This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check.

Ceramite Armor This vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.

Combat Walker A walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy Command and Control

Daemonic Possession

Decoy Launchers

Dirge Caster All followers of Chaos within 100 meters gain the Fearless Talent.

Dreadnought Uses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.

Drone Racks The vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun drones).

Drones Carries two Gun Drones (see page 367 of Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.

Dreadclaw Assault

Drop Pod Assault

Enhanced Auspex Arrays

Escape Pod

Exposed

Feral Machine Spirit All shooting against this vehicle suffers a -10 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.

Flickerfield

The Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right.

The bike's size increases one step, its Maneuverability decreases to +12, and it requires Respected Renown.

When attempting a Ram Action against a creature, the vehicle deals 1d10+5 R Damage, Pen 4, or 2d10+5 R Damage if travelling at least twice its tactical speed. It may continue to move, after hitting.

The pilot may choose to take an additional –20 penalty on the Drive (Skimmers) Test to choose the location struck.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.

The vehicle may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make one attack. The vehicle counts as having the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any that may specifically target a pilot.

Sophisticated electronic decoys combined with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers as a Free Action. Until the beginning of his next turn, any shooting receives no bonus due to size to hit. May be used three times before needing replacement.

Dreadclaws are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.

Drop pods are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters.

This vehicle has powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).

If the vehicle is destroyed, the pilots may eject. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at GM's discretion. The Pilot and Co-pilot are equipped with a micro-bead and a pulse pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle.

Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the vehicle, every third hit is resolved against the rider (or passengers, if any) instead of the vehicle.

The vehicle’s size does not grant attackers any bonus to hit, nor does it impose any penalties upon the pilot’s attempts to Dodge. No attacker may gain a bonus to hit from aiming at a vehicle with a flickerfield.

Frag Assault Launchers

Flyer

Ground Vehicle This vehicle follows all rules for ground vehicles.

Holofield All shooting attacks against a moving vehicle with this special rule suffer a -20 to hit.

Hyperios The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Skill Tests when firing its missiles at an airborne target.

Improved Command and Control

Improvised Weapons When used against Average sized targets or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew.

Inferno Gun - Titanic Flame Weapon When firing, pick any point within the weapon's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules.

Insanity

Jamming Beacon

Kustom Bitz Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement).

Life Support (Hephaestus) A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.

Life Support (Venator) When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped.

Linked Pilot-Operated Weaponry Weapons classified as pilot-operated may all be fired as one standard action at targets within 1 AU (100m) of each other.

Long Range Auger Array These sophisticated augers provide a detailed view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50km away.

Mastery of Gravity At any time, the vehicle may operate as a skimmer rather than a flyer.

More Dakka Instead of firing its weapons separately, the operator may fire all of the same type simultaneously, combining their damage.

Open-Topped Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.

(Co-)Pilot Operated Linked Weaponry All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.

Power of the Machine Spirit

Power Overload If four or more results of 90-100 are rolled when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified by the Reinforced Hull rule.

Precarious Mount (TSR) Every third shot from Fully Automatic fire hits a passenger instead of the vehicle. Passengers may test Acrobatics to dismount as a free action.

Predator Auspex

Reinforced Hull When a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury.

Reliable Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.

Siege Shield Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tests for Difficult Terrain may be re-rolled.

Skimmer This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.

Spacecraft This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and flyers.

Stealth Field Generator

Super-Heavy Walker

Supremely Maneuverable When increasing the distance of a turn in space, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4.

Targeter Array The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons.

Targeting Array The vehicle is equipped with a sophisticated guidance system that give the pilot +20 BS when firing the vehicle's weaponry.

Titanic Critical Hits This vehicle is so large as to require its own Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.

Vector Thrust Engines The aircraft may count as a Skimmer (and follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour.

Void Shields

This vehicle is armed with Frag Assault Launchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a Free Action, and fire in a 45 degree cone from the vehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range.

This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground.

If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests.

The mind of the pilot is twisted and warped. If not engaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at the closest enemy target, gaining a +10 to all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it is caught in bloodlust and madness. It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.

Auspexes, locator beacons, teleport homers, and similar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming Beacon also interferes with other forms of teleportation, such as daemonic summoning.

The vehicle is equipped with a complex core-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire one additional weapon system. That weapon's firing is directed by the pilot character, but uses the Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired by the Machine Spirit).

Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey.

The vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may attempt an Awareness Test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.

Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 14 meters tall and can walk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.

Void shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use Test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.

Vulcan Mega-Bolter -- Area Saturation When used in this manner, designate a 20x20 meter area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, which can be dodged as normal.

Walker Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.

Go to tabs below for specific sections vvvvvvvvv

Void shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use Test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.

Contains all vehicles using the rules as presented in Into the Storm, Rites of Battle, and Battlefleet Koronus.

For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and round up to the next whole number.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

The vehicle may count as a Skimmer (and follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.

This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated.

The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.

This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check.

This vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.

A walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy

All followers of Chaos within 100 meters gain the Fearless Talent.

Uses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.

The vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun drones).

Carries two Gun Drones (see page 367 of Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.

All shooting against this vehicle suffers a -10 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.

The Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right.

The bike's size increases one step, its Maneuverability decreases to +12, and it requires Respected Renown.

When attempting a Ram Action against a creature, the vehicle deals 1d10+5 R Damage, Pen 4, or 2d10+5 R Damage if travelling at least twice its tactical speed. It may continue to move, after hitting.

The pilot may choose to take an additional –20 penalty on the Drive (Skimmers) Test to choose the location struck.

The pilot may choose to take an additional –20 penalty on the Drive (Skimmers) Test to choose the location struck.

In document Basic Armoury (Page 47-57)

Related documents