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aan aT THE'41st MILLENNIUM
heVEHICLE MANUAL i aaioaleoea
VEHICLE MOVEMENT
RULES SUMMARY
‘on either model that
‘armour value equal to of less than the dice score is
A vehicle which i
may run into foot trooper mode
erate oF dec
travel
slow speed may make any number of turns during its move
Ex CE
ArmourPenetraion 06 206 S06
TERRAIN EFFECTS TABLE
‘Tracked. May not move through woods. Becomes stack in
h model boarding or leaving sustain an automatic
hit withthe strength shown on the chart below. Any mode!
ditional roll for ovt of control skimmers on the
dives down and crashes into the ground
zooms straight up, stalls, and then
ound 2D6" in a random directionBIKE SKID TURNS TABLE
A bike wishing to make 2 skid tum must take a skid test, A
bike may atempt as many skid turns a5 the player wishes
To determine ifthe skid turn is completed successfully roll
D6, reference the score with the vehicle's speed and read
the final result on the chart below
SPEED
Combat Fast
D6 D6 Result
- 1 T
together with is rider. The flaming wreck
avels straight forward forthe remainder
of its maximum fast move, and then
-splodes with an area radius of 1" causing
a strength 4 hit on any target within the
effect area. IF the bike hits something
before its move is complete, work out
normal collision damage and then the
bike explodes.
bike crashes and is destroyed
The biker skilfully guides his protesting
machine in the desired direction, but is
too preoceupied to do anything else this
turn, No weapons may be fired from the
bike this turn, including any fired by a
passenger (who is more interested in
holding on than shooting)
The biker skilfully guides his protesting
machine in the desired direction, but is
100 preoceupied to do anything else this
tur. The rider may not fire any weapons,
including bike weapons, this tura. A
passenger or sidecar crewman may shoot
asnormal
The biker su
fully completes the
VEHICLE HIT AND
DAMAGE PROCEDURE
Place the grid over the vehicle's targeting diagram, with the
Centre over the point of aim. Roll 2D6 and find the
‘corresponding number on the horizontal axis, Rll 2D6 and
find the corresponding number on the vertical axis, The
shot lands where the two numbers meet. This location may
then be moved either horizontally or vertically - but not
diagonally - towards the crosshairs, by 2 number of squares
‘equal tothe Target Shift Score:
‘TARGET SHIFT SCORE = BS 4/- TO HIT
MODIFIERS
To see if the shot does damage, roll for the weapon's
penetration:
PENETRATION = D6 + WEAPON'S STRENGTH +
WEAPON'S DAMAGE DICE,
If the weapon's penetration is equal to or greater than the
armour value in the target area rll on the corresponding
damage char to find the exact damage caused.
A shot loses 1 point of penetration for each full 24° of
range between the aacker and the target, 28 summarised
(on the table below.
Eo E
Penetration Modifier
BLAST AREA WEAPONS
Roll to hit and for seatter (if necessary) using the rules
presented in the Bartle Manual. Ifthe vehicle is within the
blast area follow the steps described above the following
‘number of times
Rodius Number
rata 2
rain 3
Es 4
hat no Target Shift is allowed for weapons with @
IMPERIAL GUARD CREWMAN
[CS
ss 8 ee ee aw
Flakerrmnrseere 6; Weapons: lanl
‘SPACE MARINE CREWMAN
rr
ower ampariaere 4+ Weapons bl al
SQUAT CREWMAN
ELDAR CREWMAN
a
43 3 3 3 1 4 1 8 8 88
Mosh arourssave St Weapons peta
(CHAOS MARINE CREWMAN.
[A
re
‘ORK CREWMAN
a
733 12 4 7 8 7 7
Flak arneur sae Weapon bl pial
MWS 655 T
As 8 8 8 t
Pik amour sre 6+ Weapon apoARMOUR PENETRATION TABLE
This table summarises the armour penetration values of the weapons used in the Warhammer 40,000 rules. You
can work out penetration rates for yourselt using the profiles, but we thought it would be useful to have a summary.
In addition to the penetration value, we've include the minimum and maximum results and the average result a
typical cice roll wil gve you. Odviously you don't need to know those valuos to play the game, but emart players will
Quickly realiso tho usefulness of knowing how much armour they're likely o penetrate with a shot. Remember that
the more dice you rol the greater chance you have of obiaining a result close to the average score — so a lascannon
with 3D6+8 is more predictable than a plasma gun with D6+7.
PISTOLS paruvaon _necc_fetut_Weech
‘Aopitoh
Bot Pits
Leapate
Needle Pistol
Pawo Pit!
Shure Patol
‘ub Gun
BARD EG Tae Eh) Ae
BASIC Armour Min. Max. Average
WEAPONS _Pevevation Resuit ” Rest Resut
‘Autogun Dees
‘otgun sie
Bow D1
Crowstow 8
Death Spiter D6 12
Flamer Deve 10
Flesborer Dse4 10
Gravtion Gun — Automatically penetrates the target
HEAVY —— Amour Min. Max. Average
Hand Bowe Dest 2 , WEAPONS _Peretmiion Remit Resut Resut
angen Deis Assault Cannon 0600108 19a
Meltagun 20618 ‘nugo-Cénron 2081819
hile ‘boo Bate Connon 206826
Sniper Fie Des ‘Conversion Beamer — Varios wth rmour value
arya Riper tAermou? 08 1 EG
Piers Gun DBT Seemor 206 a
‘Shot Guan ‘$11 armour 306 3 18
Shaken Cateput SSA Oa cae
‘Storm Boker 15+ armour 506 5 0
esi presDeee 4 aa
a
_ teorrFene OS a
IGRENADES Amour Win. Mex. Aveo tory Plame Gun — Varies according to power eeting
Mec Power DiDieiO wae 8
Frag Grenmde __DOvd . 8 78 Lewenersy HO Ot
Harvie — Avtomaicaly pense (oc ues) oor tab un Dees a
Karena 20688 TS Lnscannon 38 TS
Prana Grovads DBS once Note Morar—Varies according to burp
RadGronade 20801318 ‘rburt Des Sak
‘Vortex Grenade ~ Autometcally onetste (ae culns) Guroe Burt Deed NE
Ground Burst Deed Cem er 3
Subteranean Deis aa
Wisse Launcher — Varies according to masile type
SUPPORT — armour in. Max. verge Cokitaale Dew 10 eT
WEAPONS Penetration Result Result Result Frag MaeiloDGr 5 1028
MotaMinsde 206,010 ate
Dator Cannon Automatica penetrates oer) ae eo et
aa PT Muti-inoneher Oes010.9 4D ae TT
Scatter Loser Des 2 2 Muttimoita 05.201: " ”
Tarantula one ae ‘Shura Cann DESDE 7 1"
ude Gun Dire 7 2 oe oe
Pee Ba)SCOR TES a ete
2/3)4/5)6/7|8]9]0/ 1) 2
wy yYVYYYVYLU Liye
Who +++ 4+ 4+ 444+ 4+
Juggernauts of Khome are massive riding beasts of groaning iron and brass. Their heavy, wide-mouthed heads
are filled with brazen fangs. They are ridden by favoured Champions of Khorne. A charging Juggernaut is a
terrifying sight: the ground trembles under its incredible weight, while its ferocious bellowing drowns out all
ther sound, Then, with an enormous crash the Juggemaut smashes into its enemy, hurling men aside or crush
them underfoot. Even armoured vehicles can be smashed apart by the Juggernavt’s almost unstoppable charge'
CSET
Driver U
‘The Juggernaut of Khome has no weapons of its own
but the rider may fire his weapons in a 360” field of
fire.
‘The Juggernaut causes fear. Ifthe rider is removed
from the Juggernaut or disabled in any way then the
Juggernaut becomes subject to frenzy.EXO-ARMOUR TRIKE DAMAGE TABLES
RIDER ENGINE
CONTROLS.
AMMO
BODYCHAOS DREADNOUGHT
‘A great Chaos Space Marine Champion may be fortunate enough to find himself implanted into a Dreadnought
rather than die of his wounds. Just as Space Marine Dreadnoughts combine the barely living remnants of a Space
Marine into a complex fighting machine, so Chaos Dreadnoughts use sophisticated technology and arcane
secrets to prolong the life of a Chaos Champion in machine form. Chaos Dreadnoughts derive from the ancient
time before the Horus Heresy, but many of these machines have mutated under the warping power of Chaos into
‘2 combination of bone, metal, and living flesh. Relatively few survive and they are carefully maintained and
repaired by Chaos Dwarf artificers. If the Dreadnought’s occupant is killed in action the Dreadnought is
recovered and refurbished to house a new Chaos Champion.
ro
Sree ee ed
ry
Weapon cao
Heavy plasma gun
Low Energy
Smo
Power Claw Glose combat
ed ic
Ieliis |e (s|s|s|
The Chaos Dreadnought is armed with a heavy
plasma gun with targeter and a 90° field of fire to the
front, anda power claw.
BACK ARMOUR -1 FRONT ARMOUR +1
Lert
wheCHAOS DREADNOUGHT DAMAGE TABLE
AMMO.
WEAPONBLOOD SLAUGHTERER
‘Amongst the greatest of Khome's weapons are the part magical, part technological Daemon Engines. Daemon Engines are
Titerally dacmonic machine creatures made of iron and brass. Covered with heavy armour of black stee! and marked with
brass skull runes of Khomne, Daemon Engines are deadly, hulking monstrosities brsting with weapons. Their advance is
almost unstoppable as they clank forward on rattling tracks or spiked wheels,
‘The Blood Slaughtereris a deadly opponent as it hurtles across the batefield on its iron bound wheels, spraying bloody death
from the heavy bolters mounted in its chest, or tearing its enemies apart with its axe and whip in hand-to-hand combat. The
Blood Slavghterer will charge anything that gets in its way. attacking ferociously until itis desoyed.
ry Towit
Pa ee ee
Cen Pee
le [4{¢][s¢{s4 [sel
[To Wheeled
‘The Blood Slaughterer is armed with twin heavy
bolters with a 90° field of fie, a power axe and a Lash
of Khomne.
‘The Slaughterer causes Fear and will go into Frenzy as
soon as its in charge range of the enemy.
BACK ARMOUR -1 FRONT ARMOUR +1
LEFTBLOOD SLAUGHTERER DAMAGE TABLES
ENGINE
‘The Slopes astzoum sores ie
olin neat move and hen
The Singh ret
rapt tad tck
rs roe oro
Siete weap tact hee
toyed The amber of sacks he Slughtare may
chy land ny oot we the weapon atch a
Th san alae dvying te
Side we Aly ote ia
WHEEL OR TRACK
Rowlt WEAPON
Ibe sd exch oe Chae payers ne 02
sTxodand suns wocking onal
eset
bono eke $3 he witra-l sing tw cei pag wow mieSCREAMER KILLER DAMAGE TABLESCREAMER KILLER |
‘The Screamer Killer is one of the larger Tyranid bio-constructs: living engine of destruction designed for use in assaults
boarding actions and massed battles. Because ofits exceptional size and toughness the Screamer Killer is treated as &
Dreadnought in all respects, even though itis living creature. At close quarters i uses its deadly claws 1o tear the enemy to
pieces, ripping through armour and shredding flesh with ease. The Screamer Killer's ranged attack is even more terrible.
Rasping plates in the mouth, gases secreted inthe lungs, and a high frequency seream produced by the creature's vocal cords
‘combine to produce a highly unstable bio-plasma energy bolt. Ths forms for a split-second infront of the Screamer Killer,
held in place by a flickering electrical field generated around the creature's claws, before itis belched forth to bum its path
across the batefield and explode with incandescent fury
ro rin
Weapon SECC Ue
Blo-plasma 0-8 8-38 | ot 108 4 Blast area
Lee eee me | the Tyrant Sereamer Killer can frit bio-plasma
(CA | eel
Type [7m
aE 150
LEFT