Tabletop Wargames Builder Ch 9½: Full Throttle
VEHICLES   

 

ABILITIES AND ATTRIBUTES 


A vehicle and its crew are a single model for all purposes. PE and W of the Vehicle are in fact the abilities of its pilot/gunners/etc. controlling the unit. The crew doesn’t have any separate points cost. Crew members are not individual models and can’t be declared a target. If the vehicle is OoA, remove the crew as well.


Vehicles are not Living models and are immune to all effects and conditions that target living models specifically.


Vehicles are immune to Fear and Suppression and can’t be Knocked down.


Vehicles provide Full Cover to smaller models. 




Tip: Don’t ever roll to damage a Vehicle that was not declared as a target. Any stray shots are treated as having glanced off the armour. The only damage a Cover-providing model can suffer is Collateral.


Models such as tanks may not have a base. Use the hull of the model itself for all measurements such as Adjacency and Movement distance.




VEHICLES AND FOV 


Vehicles have FoV 360° which still counts as 180° for the purpose of Front and Rear in HtH.


Vehicles can’t spot Hidden Infantry models of Medium size or Smaller.




Vehicles can’t Hide but can still be not visible because of an Obstacle.


VEHICLE MOVEMENT 


Vehicles have Mobility: 45 / 1/2


Vehicles treat their PH as 10 for the purpose of Movement.


Vehicles can’t be Knocked Down or forced to make any sort of Compulsory movement with the exception of the movement required for Momentum.


Vehicles can’t Jump or Climb.


Vehicles can’t squeeze through Obstacles or move through allies. Allied models can’t move through Vehicles.


Vehicles treat Difficult terrain as Dangerous.


A Vehicle Model that fails a Dangerous terrain Save is Immobilized in addition to any damage suffered.


Any Vehicle that enters Inaccessible terrain becomes Immobilized and its Movement is Interrupted.


Vehicles can safely «Jump down» from the height of (PH)”.


If a Vehicle Falls, it must make a Save or be Immobilized.


  • If the movement of a Vehicle is interrupted while it benefits from Momentum, it must make a Save or be Stunned, the crew or remote control systems suffering from the shock of the sudden impact.


FULL THROTTLE 


A vehicle with this attribute can declare to move up to 3xPH”. The model counts as Fast for all purposes. 


The vehicle must move at least PH” to lose Momentum after going Full Throttle.



HANDBRAKE 


Condition: the Vehicle benefits from Momentum.


This is a Movement RA. The Vehicle moves D6” and stops. You can Wheel the model up to 90° as part of the same Action after the Compulsory movement is finished.



RUNNING MODELS OVER 


If a Vehicle benefits from Momentum and attempts to move through a Smaller model, treat this movement exactly as Trampling (see p.48) but the models in the AoE are Automatically Out of Action.



RAMMING 


If a Vehicle attempts to move through an Average or Bigger model while it benefits from Momentum, treat the result as a Headbutt (see p.49) but each model makes an Armour Penetration attempt based on its Size Class. If the target can’t be Pushed for any reason, the movement of this model is Interrupted.



VEHICLES AND SHOOTING 


A vehicle treats all weapons as Mounted weapons of one of the following types:


   -   Turret mounted: FoF 360°; can’t target Adjacent models.



Example: the Steam Tank is a Gigantic model. Adjacency distance for its Size class is 4”, meaning it can’t target models within 4” range with its Turret weapons.


ROLEPLAYERS’ ATTIC: A Turret mounted weapon has 90° FoF. The turret can Wheel independently from the Vehicle as a RA – mark with a token the direction the turret is facing.


   -   Front/Side/Rear mounted weapons can only fire at targets in their respective sectors.






   -   A Fixed weapon fires in a straight line in the direction the model is currently facing. Draw the line from the position of the weapon, not from any part of the Hull.



MAIN WEAPON 


A weapon of the same Size Class as the Vehicle must be the Main weapon. For example, a Gigantic heavy tank can take Medium Machine Guns as secondary weapons but a Gigantic Battle Cannon can only be the Main gun.


A vehicle can have multiple Main weapons but can fire one Main weapon every Action with the exception of Dual weapons such as rocket pods, twin battle cannons, etc.


A vehicle can’t fire its main weapon if it goes Full Throttle.


The Main weapon can only be Turret or Front mounted.



SECONDARY WEAPONS 


A vehicle can fire any number of Secondary weapons per Action in addition to the Main weapon.



VEHICLES AND HTH 


Vehicles can’t be Locked in Combat, meaning a Vehicle will still be able to fire its weapons, give or receive Orders when within Reach of an enemy model.




Vehicles can’t fight in HtH by default and must be equipped with an HtH weapon.


Vehicles that can fight in HtH can make Ride By attack (see p.56).



HITTING VEHICLES 


All hits against a vehicle are resolved against the hull. On a Critical hit roll a D6:


       1-2 – the vehicle is Immobilized in addition to any damage done.


       3-4 – one of the main weapons is Destroyed. Make a roll for random hit allocation. If the weapon is a Dual weapon, only one of the pair is destroyed. If there are no valid targets, treat the result as Immobilized instead.


       5-6 – the vehicle, or its crew to be precise, is Stunned.


The attack must have Penetrated Armour for any of these effects to be applied even if no Damage was done on the hull itself due to Resilience or other factor.



VEHICLE ARMOUR 


The armour of a Vehicle is distributed between Front, Side and Rear sections of the hull which is written as Armour: X/Y/Z in the profile. Depending on the position of the attacker, the hit is resolved against the respective section of the Vehicle.




If the bottom of a Vehicle is hit, e.g. a landmine explodes, the hit is resolved against Rear Armour. If the top/roof of a Vehicle is hit by an attack coming from neither section, such as a bomb dropped or a flyer diving from above, the hit is resolved against Frontal Armour.


VEHICLE DESTROYED 


If a Critical hit reduces Vehicle’s HP to 0 or below, something very important such as a fuel tank, ammo stockpile or an arcane reactor is damaged and causes an earth-shattering explosion. Unrecognizable fragments of the former vehicle and crew skyrocket into the blue. The model and the crew are Destroyed. Every model, friend or foe, Adjacent to this model must Save or suffer Damage equal to the destroyed model’s Base damage.



VEHICLES AS TRANSPORTS 


Vehicles that have Transport Capacity can be mounted by Infantry models. Such vehicles have a number of Access Points. Infantry that end their movement Adjacent to a vehicle from a side that has an Access Point can mount it as part of the same Action. Otherwise embarking on a transport is a RA.


Passengers don’t spend Actions on Movement when inside a Vehicle.


Disembarking a Vehicle is a RA. Place the models Adjacent to the Vehicle from any side that has an Access Point. If a model becomes locked in HtH as a result, it can make an attack as part of the same action.


The vehicle must be standing still for models to mount/disembark.


If the vehicle Moved this Round, passengers can’t make Movement action after disembarking, but retain their unspent Actions.


Passengers can’t mount or leave the vehicle the same Round it fires its Main weapon, and vise versa.


Passengers of a vehicle can’t be declared a target. If the vehicle is OoA, every passenger must make a Save or be OoA as a result of Collateral Damage. The rest must disembark immediately.


Passengers can fire from inside the Vehicle and treat their weapons as mounted. The number of Firing Points equals the number of passengers that can fire simultaneously per Action.



OPEN-TOP 


A vehicle with this attribute can detect Hidden Infantry models.


All sides of an Open-Top vehicle are treated as Access Points.


Open-Top vehicles don’t have Firing Points. All passengers may fire simultaneously and treat their weapons as mounted 360°.


Passengers in an Open-Top vehicle can be declared as targets but will benefit from Full Cover provided by the vehicle. Any AoE attack affects both the vehicle and its

passengers inside the AoE.


If an Open-Top vehicle is hit by an attack from above, the hit is resolved against Rear Armour.



VEHICLE SUBCLASSES 


TANK 

   -   Treats Difficult terrain as Open ground.

   -   Can’t be Pushed.

   -   Models Run Over by this model are Destroyed instead of just OoA.


HALF-TRACK 

   -   Treats Difficult terrain as Difficult, not Dangerous like other Vehicles.

   -   Can’t be Pushed.

   -   Models Run Over by this model are Destroyed instead of just OoA.


AMPHIBIOUS 

   -   Treats water terrain as Open Ground.


WALKER 

   -   Treats Difficult terrain as Open ground.

   -   Can move over and climb obstacles with height up to the base length treating them as Open ground.



HOVER 

   -   This model is Floating.

   -   Can’t Run Over other models.


COMMAND VEHICLE 

A vehicle with the “Leader” Skill is a Command vehicle and can issue Orders/give Team Bonuses to other vehicles of the same Class. For example, a Command Tank can only issue orders to other Tanks, not to Gunships, Infantry, etc.



BATTLESUITS 


Battlesuits combine agility and versatility of a foot soldier with the protection and firepower of an armoured vehicle. Battlesuits use standard rules for Infantry with the following exceptions:


   -   Battlesuits treat their PH as 10 for all purposes.

   -   Battlesuits are Vehicles, not Living models. They are immune to effects and conditions that specifically target living models.

   -   Battlesuits are immune to Fear and Suppression.

   -   Battlesuits are immune to Knock Down and can’t be Trampled or Run Over except by Tanks or Walkers. Treat them as Obstacles, i.e. an enemy model can’t declare Trampling special movement if there is a Battlesuit in the AoE. 



BATTLESUITS MOVEMENT 


Battlesuits can’t Hide.


Battlesuits can’t squeeze through Obstacles.



BATTLESUITS SHOOTING 


All weapons carried by Battlesuits ignore Move or Fire attribute but are still subjected to penalty if the model Moved this Round.


Battlesuits don’t have to Deploy their weapons even if the weapon must be deployed.


Battlesuits can carry ranged weapons one Size class Bigger than would be allowed for an Infantry model.



BIKES 


Bikes use standard rules for Cavalry with the following exceptions:


   -   The Mount is a Vehicle, not a living model. It is immune to effects and conditions that specifically target living models.


   -   Bikes are immune to Fear and Suppression.


   -   Bikes can adopt various Vehicle subclasses such as Half-Track and Hoverbike.



BIKES MOVEMENT 


Bikes treat their PH as 10 for the purpose of Movement.


Bikes can’t Jump or squeeze through Obstacles.


Bikes can go Full Throttle and Handbrake (see p.59).


If the Movement of a Bike is Interrupted while it benefits from Momentum – e.g. it runs into a wall, is ensnared or hit with a high caliber round, – the model is immediately OoA. The rider is automatically Thrown off the Saddle and must Save or be Stunned. If the Save is failed on 1-2, both models are OoA.




BIKES SHOOTING 


Bikes can have Front Mounted weapons. You must choose whether you are going to use the Bike’s or the rider’s weapon every Action. All weapons mounted on the Bike can be fired simultaneously.



CHARIOTS 


Chariots are Open-Top Vehicles and use standard rules for Vehicles with the following exceptions:


   -   A Chariot is drawn by one or more Mounts which can be Living models susceptible to all effects and conditions that target Living models specifically.


   -   Mounts have their own HP, Armour and Resilience. Treat all Mounts as a single model with Base HP of 2 + 1 per extra Mount after the first.



CHARIOTS MOVEMENT 


Chariots can’t go Full Throttle nor can they Handbrake.



CHARIOTS IN HTH 


Passengers of a Chariot benefit from Mounted Charge and can make Ride By attacks (see p.56).



HITTING CHARIOTS 


If a Chariot model is hit and no specific target has been declared, roll D6 for each hit to allocate randomly:


       1-2 – the mount is hit. Make an Armour Penetration attempt against the mount’s armour.


       4-5 – the Chariot is hit. Resolve the hit against respective section of the hull armour.


       6 – a crew member is hit.



OUT OF ACTION 


The entire model is OoA if:


   -   The model is Suppressed or forced to make a Compulsory Movement other than dropping Momentum and fails the “Thrown Off the Saddle” Save (see p.55).


   -   The Movement of the Chariot is Interrupted while it benefits from Momentum.


   -   The Chariot ever becomes Immobilized.


   -   Either the Crew or the Mounts or both are OoA. 


In case of OoA remove the entire model from play, including the mounts and the crew.



WAR WAGON 


This Chariot is not an Open-Top Vehicle. It has Access Points and Firing Points as normal. A roll of 6 when distributing hits means the hit is resolved against the Chariot instead of the crew. Passengers of the War Wagon can’t fight in HtH.



ARTILLERY & EMPLACEMENTS 


Artillery is a single model consisting of the gun and the crew.


The gun is not a Living model and is therefore immune to effects and conditions that specifically target living models.



THE CREW 


The Crew are Infantry models that follow standard rules for their class, e.g. can be Frightened, Suppressed, forced to make a Compulsory movement.


The Crew can choose to fire their personal weapons at targets in their individual FoF instead of firing the Artillery.


The model can have more Crew members attached than the required minimum. Any extra members of the crew can fire their weapons in addition to firing the Artillery.



LOSS OF CREW 


The Artillery can only operate normally with enough Crew written as X/Y, the X being the starting crew number and the Y – the minimum requirement. If the number of the Crew drops below the minimum requirement, the Artillery can’t shoot until the crew is replenished.


Any allied Infantry models of the appropriate Size adjacent to the Artillery model can automatically join the crew, replacing any members OoA.


An enemy Artillery model without any Crew can be captured by manning it with your Infantry. You gain full Victory points for the captured Artillery as if the model was put OoA, and can operate it normally like an allied model.



MOVING ARTILLERY 


Artillery models are Immobile but can be Wheeled up to 180° as a RA by the crew.


Artillery can be Towed by Vehicles or Mounts for a distance of PH” per Action. A model of Average or Bigger Size class is required to tow Artillery. The model Towing Artillery counts as having Mobility 45/M and can’t go Full Throttle or benefit from “Fast” attribute.


The number of models required to Tow Artillery or a similar piece of equipment is doubled per Size class difference. For example, two Big horses can tow a Huge Cannon. And a minimum of 1x2x2x2x2 = 16 Medium-sized men are required to push a Colossal Siege Tower.


Towing Artillery imposes a -1 Movement penalty on any non-Vehicle model.


After the movement Artillery must be Deployed (see p.29) by the Crew to shoot.



OFF THE TABLE ARTILLERY SUPPORT 


An Artillery model with Range: U(nlimited) and Indirect Fire Attribute can fire when deployed in Reserve and can choose any valid target either On or Off the Table.


Textbook Tactics: the Artillery can target enemy Reserves and models in the Sky as long as they are valid targets for this type of weapon. Meanwhile it remains virtually unassailable, unless the opponent also has “big guns”, strong air presence or a few teams of good saboteurs.



ARTILLERY IN HTH 


The Artillery Crew can fight in HtH. If any of the crew models are Locked in combat, Artillery can’t shoot.



HITTING ARTILLERY 


If an Artillery model is hit and no specific target has been declared, roll D6 for each hit to allocate randomly:


       1-4 – the Artillery is hit.


       5-6 – a crew member is hit. The owner of the model can choose which before any dice are rolled.



WEAPON TEAMS 


Weapon teams can move as long as they have full crew. Moving the weapon imposes a -1 Movement penalty on the crew. After the movement the model must be Deployed to shoot (see p.29).



HEROES 


Heroes are notable individuals who have been around for a while and seem to be blessed with peculiar luck. War stories circulate all the time about men who have been to hell and back again, or an odd machine that outlived several ace pilots meanwhile accomplishing epic feats and is treated as a lucky charm by the regiment.


Heroes have Base HP equal to the model’s (PH). For example, a PH 4(2) heroic Wizard has 2 base HP and a PH 8(4) Barbarian champion has 4 HP – twice as many as that of a horse!


Heroes are Immune to Fear and Suppression.


Heroes are never killed for the purpose of Campaign. The enemy still gets normal Victory Points for putting the model OoA, but unless the model is outright Destroyed it will always recover after the battle. Treat Overkill as “model Destroyed” for this purpose.


Upgrading a model to a Hero doubles its Tactical Points cost.



LEGENDARY HEROES 


In addition to all the benefits of a Hero, Legendary heroes are: 


   -   Immune to all Special attacks such as Grab and Throw. E.g. a Legendary Hero will always dodge a Smash attack by a bigger model without having to spend any actions. The Hero still has to win HtH to score a hit on the enemy as a Reaction.


   -   Never suffer Collateral Damage. This means they are never Trampled and can’t be accidentally hit by a deviating projectile. You don’t have to move the model. Heroes always find their way under the “belly” of a tank for example. Legendary Heroes always survive if the Vehicle they were riding is OoA.


   -   Not Destroyed by an Overkill or by any accident. A Legendary Hero can only be destroyed as a result of an effect such as Frozen model broken to pieces.


   -   Upgrading a model to a Legendary Hero quadruples its Points cost.



ROLEPLAYERS’ ATTIC 


TARGETING VEHICLE SYSTEMS 


You can choose to declare an attack against any distinguished part of the Vehicle such as Walker’s legs or any weapon/piece of equipment present on the model, e.g. “radar jammer” or “right missile pod”. 


All attacks against a specific target are resolved with a -1D6 to hit penalty.  


All hits against parts of the Vehicle are resolved against the model’s armour as normal.  


All hits against weapons or systems are resolved against the Vehicle’s Rear armour.



DAMAGING VEHICLES 


If a Vehicle suffers Damage to: 


LEG or TRANSMISSION: the model becomes Slowed. If damaged for the second time – the model is Immobilized. This affects ground Vehicles only. 


ARM: the model can’t use any weapons or equipment in the target arm for the remainder of the battle. 


HULL: regular damage. Damaging Vehicle’s systems reduces HP but the model can’t be put OoA, even if its HP value becomes negative, until you inflict Hull or Cockpit damage.  


COCKPIT: if the hit is a Critical hit, it deals double Damage. The model is Stunned in addition to any damage done. 


Damaging weapons and equipment doesn’t reduce model’s HP, but the model can’t benefit from the respective piece for the remainder of the battle.



THE CREW  


The crew of a Vehicle can consist of one, two or more members. The Pilot controls the vehicle movement; Gunners operate the weapons; the Vehicle’s Commander coordinates efforts of the crew, sets priorities and relays orders. 


If a Gunner is OoA, the Vehicle can’t use one of its weapons – model owner’s choice, since gunners can switch between weapons. A Pilot can take the role of a Gunner, and vice versa. The Commander can replace any crewmember. 


If all the Gunners and the Pilot are OoA, the player must choose to either move the Vehicle or fire one of its weapons each Round. 


If the Commander is OoA, the Vehicle can’t give or receive Orders or Team Bonuses. The Commander can’t be replaced by any other crewmember.



HITTING THE CREW 


On a Critical roll of 6 in addition to the Vehicle being Stunned one of the crewmembers is OoA, even if the Vehicle didn’t suffer any Damage due to Resilience or any other factor. The attack must have Penetrated the Vehicle’s Armour to hit the crew but no further attempt is required. Simply scratch one crewmember off the list. 


If the vehicle is Open-Top, you can declare its Crew as the Target. The Crew will benefit from Full Cover provided by the vehicle. Treat the Crew as a Group for the purpose of distributing hits.



TWO-MAN CREW 


Two-man crews consist of a Pilot and a Co-Pilot. If either one of them is OoA, the Vehicle can use only one of its weapons per Action. In addition, the Pilot act as the Commander.



LOSS OF CREW 


A vehicle without Crew can’t perform any actions. Any Infantry with the “Pilot” skill, friend or foe, can capture a vehicle by mounting it the same way as a transport. The enemy gets full victory points for capturing a vehicle in addition to being able to control it in battle.