Vehicle Rules

All vehilcles will share the following attributes.


  • Armor – goes from Very Light to Very Heavy
  • Fire – like infantry models, the tank will hit its target on a 4+ (modifiers may apply)
  • Morale – vehicles are subject to morale just like infantry
  • Movement – Heavy tanks will typically move 6”

Note:  The profile above is for the Soviet IS-3M which saw service after WWII as well as being an export tank to Soviet client states during the Cold War.  The profile for your tanks will be mostly dependent on how they fit into the scenario you’re building.  For example, directly after WWII the IS3 was one of the toughest tanks on the battlefield and the VHvy front armor and VHvy main gun would be appropriate.  However, if we were looking at a scenario in a later period, we would want to adjust those stats to put the tank more in line its peers – for example, if we were looking at a scenario that included the T-90 Soviet MBT, I would drop the armor and the gun rating down in order set it in the proper context.

Walkers and Mecha

Mecha and walkers operate just like other vehicles with some exceptions.  When assaulted, a walker or mech never counts as stationary.  Because of their generally increased mobility walkers receive a 5+ cover save if in the open.  Also, If a walker could realistically enter into hand to hand combat due to its loadout including some sort of close combat weapon, it will have a CQB characteristic included in its stat line.

For those with a CQB stat  in close combat

  • They will have 1 attack per round in combat, will wound on a 2+ and ignore armor saves. They also receive the +D3 attack modifier for initiating CQB just like an infantry unit.
  • Mecha always use their Front armor for determining penetration in close combat. The idea here is that the increased mobility would allow the walker to be better able to meet threats head on.
  • They always count as having moved even if they were stationary during the turn.

Super heavy War machines

Capture14Super heavies get a number of damage points.  Each damage point represents the number of times it must be destroyed before it’s “actually” destroyed.  For example, if a super heavy tank has 3 damage points, then it will ignore all results until it’s destroyed twice.  Once a super heavy is on it’s last damage point it’s treated just like a normal vehicle and any penetrating shots will count as a kill result and will wreck the vehicle.  In addition, they might have other defenses (like a force shield for Sci Fi models) that could offer them protection in the form of a permanent cover save.   For example the SdKfz 205 Panzerkampfwagen VIII “Maus” was developed in Nazi Germany but never actually saw service.  If I was designing an alternative WWII scenario I would give them 3 damage points and the Very Heavy armor rating since they were massive in size.

  • They don’t care about terrain – the wheat field, fence and stream pose very little inconvenience for super heavy vehicles. They will not be slowed by terrain features (within reason)  By the same token, look at your battlefield before the game and decide if there are places they just can’t go (for example, a huge walker would not be able to get up to the roof of an office building…  even if it could climb up there, it seems unlikely that the roof would support its weight – so use some common sense)
  • They are easier to hit– Most super heavy vehicles are actually larger than the proverbial “broad side of a barn” – so you get +1 to your dice roll to hit them.
  • They tend to be slow– While this is mostly for design, I suggest you either half their movement or not allow them to move twice during their activation depending on the type of super heavy in question.
  • Point Costing Super Heavy tanks – point cost the tank as normal, then multiply by each damage point.

 Troop Transports

Passengers can embark a vehicle by moving into base contact with the hull during their activation.  If one member of the squad can get into base contact, then all members of the squad may embark.  Once embarked, they may no longer take any activations for the turn.  Embarked troops ignore leadership checks from taking fire from other vehicles while embarked.  A unit may disembark from a vehicle during the vehicle’s activation phase provided the transport did not move twice this turn.  Two deploy, place the unit anywhere within 2″ of the vehicle’s hull.  The unit can then perform its two activations.  A vehicle’s transport capacity will be listed in its profile.

Tank Riders and open topped vehicles – It is possible that passengers will be riding on to the hull of a vehicle during the combat.  This is allowed and they are treated just like embarked passengers.  However, they can be targeted by enemy fire just as if they were in the open and receive no cover benefits.  Note, they have the option to go to ground and be pinned if desired.  Place them next to the tank and mark them as pinned.  If enemy troops are in an open topped vehicle (like a half track) they will receive a 4+ cover save, but can be targeted as normal.

If a vehicle with passengers is hit and destroyed –  First, roll a d6 for each embarked model, on a roll of 4+ they are hit and may take their armor save.  This may cause the unit to make a break check.  Place any survivors within 2″ of the vehicles hull.  Models in an open topped vehicle are hit and wounded on a 5+ since it’s slightly easier to bail out of an open topped vehicle than an enclosed troop compartment.

Soft skinned vehicles

These vehicles are penetrated on a 2+ by any weapon that has an AV value.  Soft skinned vehicles can also be penned by small arms on a roll of 6+.  If the weapon they are being shot with has a U for the AV value, then you will only need a 3+ to damage the target.  For example, a heavy machine gun would damage a jeep on a 3+, but an RPG would do so on a 2+ since it has a proper AV value.

Anti-Grav vehicles

These vehicles are treated just like ordinary tanks with the exception that they can always cross a river or other water body and treat it as clear terrain.

Gun Emplacements

Artillery and gun emplacements are treated as up armored since most incorporate some kind of gun shield or defensive measures.  The crew for the weapon can be targeted separately but will receive a 3+ cover save.  For the sake of convenience, if a gun emplacement is destroyed, remove the crew as well.  If the crew are eliminated, the gun is considered destroyed as well.  If a gun loses a crewmember it will fire as normal but will only be able to activate once per turn.

 Vehicle Special rules

  • CQB Capable (mecha only) – these war machines have the ability to enter into CQB
  • Slow Fire – the main weapon system can only fire once per round.
  • Reactive Armor – grants a one time 4+ save
  • Highly Accurate – may re-roll any 1s to hit
  • Stabilized Gun – no penalty for moving and shooting