62271760 Vehicle Cards for 2nd Edition 40K
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Transcript of 62271760 Vehicle Cards for 2nd Edition 40K
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This card may only be taken for vehicles (including
bikes and skimmers) but not for Dreadnoughts or
other walkers. The vehicles engine has been
lovingly serviced and tinkered with by the driver,
including having it rebored, gas flowed and fitted
with a huge supercharger. The supercharger can be
used in any movement phase to increase the
vehicles speeds as shown below. Roll the dice for
extra movement each time the supercharger is
used. The extra movement rolled doesnt have to
be used unless you roll the maximum (6 and 12
respectively) in which case the additional
movement must be used up.
The crew of this vehicle have
bolted extra protective plates to
it, forming a secondary layer of
armour. A vehicle with ablative
armour ignores the first hit which
successfully penetrates the
vehicle's armour. Further hits that
penetrate count as normal. Hits
from graviton guns and Shokk
Attack guns ignore ablative
armour. Exposed crewmen are not
protected by ablative armour.
May be triggered in the shooting
phase of the vehicles turn in
addition to normal firing. The first
g r e n a d e i n t h e s p r e a d
automatically hits a point 6" away
in the forward 90 arc. The other
two grenades deviate D3" away
from the target point of the first
grenade. When mounted on a
vehicle (including a dreadnought),
this weapon may fire twice during
the battle.
The armour of this vehicle is a
special compound that retains all
the protection of normal armour,
but also has incredible heat
resisting qualities. Any shots
from MultiMeltas, Meltaguns or
Melta-bombs divide their armour
penetration rolls in half. Note that
exposed crewman are not
protected by ceramite armour and
will be affected normally.
VEHICLE VEHICLE VEHICLE VEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE5 Points 15 Points 5 Points 50 Points
SUPERCHARGED ENGINE ABLATIVE ARMOUR
IGNORE FIRST PENETRATING HITDIVIDE PENETRATION FOR
MELTA-BASED WEAPONS BY HALF
AUTO-LAUNCHERS CERAMITE ARMOUR
SLOW SPEED
No change +D6 +2D6
COMBAT SPEED FAST SPEED
RANGE
6
6
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STO HIT
3
Blocks LOS
1 -1 D6+3
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2 Blast
2 Blast
SAVE ARMOURS STR. DAM. MOD. PENE. SPECIALL L
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This card may be taken by any vehicles
except those with exposed crew. By
running a live electric current through
the hull, this vehicle has a very simple
defense against hand-to-hand
attacks. Any model which attacks this
vehicle in hand-to-hand combat must
first see if their armour protects
them from the shock, by
successfully making a basic armour
saving roll (field saves have no
effect against Electro-hulls). If the
model fails, then he will be thrown
back 1" and may not attack this turn. If
the model successfully makes its basic
saving throw then it may attack the
vehicle as normal.
Each time a psychic power is used
on a vehicle with a null-shield, roll
the Scatter Die first on a roll of a
H i t , t he p s y ch i c power
penetrates the Shield and works
normally. If an arrow is rolled,
the power is deflected 2D6 away
in the direction indicated, passing
over terrain and obstacles but
affecting the first legal model
(other than the vehicle whose
Null-Shield deflected it) in its path.
If the null-field is within a blast
marker, the Shield will nullify the
power on a 4+ on D6.
The armour value for all locations
is increased by +1.
The extra weight has a negative
effect on speed; the vehicles Slow
Speed is reduced by 1, the
Combat Speed reduced by 2,
and the Fast Speed reduced by
4. Dreadnoughts and Walkers
have their Movement reduced by
2.
You may use the Searchlight
during any Movement Phase.
P lace a 2 b las t marker
anywhere within Line of Sight of
the vehicle using the Searchlight.
Any hidden enemy models at least
partially covered by the marker
are spotted (if they are in or behind
soft cover). Enemy models hidden
in or behind hard cover become
detected instead.
VEHICLE VEHICLE VEHICLE VEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE10 Points 35 Points 10 Points 5 Points
ELECTRO-HULL NULL-SHIELD
ARMOUR VALUE INCREASED BY +1
REINFORCED ARMOUR SEARCHLIGHT
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The Vortex Detonator projects a
field over a large area which
can detect the tiny warp drives
within Vortex grenades and
cause them to detonate
prematurely. If any model
attempts to use a Vortex
grenade they will be detected by
the Vortex Detonator, and the
grenade will automatically
explode in the model's hand. Place
the blast marker over the model as
if it had hit itself with the Vortex
grenade.
The vehicle has its Ram Value
upgraded to S10, D20
damage, and a 6 save
modifier. In addition, any
model wishing to attack the
vehicle in hand-to-hand
combat must roll equal to or
under their Initiative on D6
(6 always fails). If this roll is
failed, then the model sustains
a hit equivalent to the vehicles
Ram Value.
Additional combi-weapons
may be mounted on a Chaos
vehicle at any location. The
weapons may be fired be
crewmen inside, or by models
transported by the vehicle.
Space Marines may rapid fire
with the combi-bolters if the
vehicle is stationary or moving
at Slow Speed.
Any psychic power used against the
vehicle or a model within 3 of it will be
nullified on a 4+ on D6. On a roll of 6,
not only is the power nullified, but its
owner must discard it for the rest of
the game. If the vehicle is attacked in
close combat, it will inflict D6 hits with
a Strength of 4+D6 divided among the
models in base-to-base contact with
it. Make a single roll for the Strength
of all the hits; each hit inflicts 1
Wound with a saving throw modifier
of 1 for each point of Strength above
3. Surviving enemy models may then
attack as normal.
VEHICLECHAOSVEHICLE
CHAOSVEHICLE
CHAOSVEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE50 Points 25 Points 5 Points/Weapon 45 Points
VORTEX DETONATOR DESTROYER
KHORNE VEHICLES ONLY TZEENTCH VEHICLES ONLY
COMBI-BOLTER CORUSCATING WARP FLAME
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May only be chosen if your army
includes at least one squad of
Noise Marines and may only be
fitted to Land Raiders, Predators,
and Rhinos. The closer a creature
comes to the warp amp, the
harder it is for it to maintain
discipline and conscious thought.
Enemy models within 18 of the
warp amp suffer a 1 penalty
to their Leadership score when
taking Break or psychology
tests. Within 12, the penalty
increases to 2, and within 6 it
increases to 3.
May only be chosen for fully-
e n c l o s e d v e h i c l e s a n d
Dreadnoughts. The vehicle has no
crew it is manned instead by a
daemon. Its hatches are all welded
shut; if the vehicle had troop-carrying
ability, it can no longer carry any
troops. The Daemon controls the
vehicle and can fire all of its guns
using its BS of 5. If the vehicle is a
Dreadnought it fights with a WS of 5
as well. Any damage results that
indicate the crew are killed have
absolutely no effect. The vehicle
causes terror. If your army loses all its
champions bearing a Mark of Chaos,
then the daemon inside the vehicle will
be banished, disabling the vehicle.
The armour value of all locations is
increased by 1 point. In addition, any
model who attacks the vehicle in
hand-to-hand combat must first fight
the Nurglings and waving limbs which
cling to the vehicle; the vehicle gets 2
Attacks with a WS of 3. If the vehicle
wins the combat, it works out hits as
normal; the infestation counts as
having a Strength of 3. If the attacker
wins, it may make a single attack
against the vehicle in the normal
manner. Do not count any bonuses for
multiple attackers fighting a Nurgle-
infested vehicle.
You may apply a Crystalline Web to part or
all of a vehicle as desired. If an armour
location bearing a Crystalline Web is
penetrated, your opponent should roll on
the following table instead of the normal
damage table:
CHAOSVEHICLE
CHAOSVEHICLE
CHAOSVEHICLE
ELDARVEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE25 Points +25% of vehicles value 20 Points 25 Points/Location
WARP AMP DAEMONIC POSSESSION
NURGLE VEHICLES ONLYSLAANESH VEHICLES ONLY
NURGLE INFESTATION CRYSTALLINE WEB
1-2
3
4-5
6
The vehicle is completely unaffected
Any weapons associated with the
penetrated location may not fire
during your next turn. No further effects.
Roll a D3 on the penetrated locations
damage table. The Web protecting the
location is destroyed.
Roll a D6 on the penetrated locations
damage table; the Web protecting the
location is destroyed.
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Psycho-Sonic Screamers may only be
fitted to Falcons and Vypers. The
vehicle is fitted with a series of vanes,
that resonate as the vehicle flies
through the air. These are fed into
psycho-sonic amplifiers similar to
those used by the Howling Banshee
Aspect Warriors creating a bow wave
of psycho-sonic energy in front of the
vehicle. The resulting psychic scream
can induce terrible fear in enemy units
and cause them to panic, fleeing for
cover. A vehicle fitted with this card
causes terror as described in the
psychology section of the Warhammer
40,000 rulebook.
The Falcon can find itself vulnerable to
attack at close quarters. To counter this the
Eldar can fit Talons to their vehicles. Talons
consist of a series of pods that are positioned
on the vehicle's hull. Psychic nodes linked to
the pilot's helmet can unleash a great hail of
tiny psycho-conductive crystals, like tiny
needles only a few millimeters longs. The
Talons shoot automatically before close
combat attacks against the vehicle are
worked out. Roll a D6 for each model in
hand to hand combat with the vehicle. On a
D6 roll of 4 or more it is hit. If a hit is scored
roll a D6. If the score is equal to or more
than the target's Toughness then it suffers
one wound with a -2 saving throw modifier.
Talons can be fitted to walkers, like
Dreadnoughts and War Walkers but at
double the normal points cost.
The weapon systems of this
vehicle have a special targeting
array similar to that used by Dark
Reaper Aspect Warriors. Special
crystal sensor arrays on the
vehicle track and spot potential
targets. This information is then
fed directly to the weapons and
the gunner's helmet. A vehicle
fitted with a targeting matrix may
ignore all to hit modifiers for firing
at fast moving targets.
The vehicle is fitted with a holo-
field, similar to those used by the
deadly Eldar Harlequins. The
holo-field is a programmable
hologram field that breaks up the
outline of the vehicles as it moves,
creating a tiny cloud of multi-
colored fragments. When the
vehicle stops, its image coalesces
back together into a solid form.
As log as the vehicle is moving, all
shots fires at it suffer an additional
-1 to hit. If the vehicle comes to a
halt or makes a pop up attack then
it does not benefit from its holo-
field.
ELDARVEHICLE
ELDARVEHICLE
ELDARVEHICLE
ELDARVEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE20 Points 30 Points 5 Points 35 Points
PSYCHO-SONIC SCREAMERS TALONS
ELDAR VEHICLES ONLY ELDAR VEHICLES ONLY
IGNORE PENALTIES FOR FIRING
AT FAST MOVING TARGETS
CRYSTAL TARGETING MATRIX HOLO-FIELD
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The vehicle has a spirit stone that
contains the soul of a dead Eldar warrior.
This protects the vehicle against psychic
attacks and in times of great need can be
called upon to take over the role of one of
the crew. If the vehicle is assaulted
psychically, then the attack will be
nullified on a D6 roll of 6. In addition, if
one of the crew is killed by any means,
then the spirit stone will take over with
exactly the same profile as an Eldar
Guardian. If the dead crew member is
hit again, then the spirit stone is hit
instead. It has Toughness 4 and 1
Wound. A vehicle may only carry one
spirit stone and dreadnoughts can't use
them at all.
The hull of the vehicle is
covered with tiny outlets,
allowing the vehicle to release
a gaseous substance that
interferes with the wavelength
of laser energy, causing the
energy of laser shots to
dissipate. If the vehicle is hit by
a laser weapon, the Eldar
player rolls a D6 and subtracts
the score from the armor
penetration dice roll.
The jet engines of this vehicle have a
highly advanced system of vectored
control planes that allow it to commit
breathtaking feats of aerobatics, even
at high speeds. This enhanced
manoeuverability allows the vehicle to
negotiate through tight terrain,
swinging around to bring its weaponry
to bear on many targets. It is common
for the cockpits of vehicles fitted with
these engines to be upgraded so that
the crew can cope with the excessive
G-forces caused by these maneuvers.
A vehicle fitted with vectored engines
may take double the number of turns it
is normally allowed to make.
Many Imperial vehicles are fitted with storm
bolters mounted as auxiliary weapons. Because
they have an ample supply of ammunition these
vehicle-mounted storm bolters are less prone to
jamming so reroll any jams rolled on the sustained
fire dice. Any member of the crew can fire an
auxiliary storm bolter but if he does so he may not
perform his usual task (i.e. fir ehis weapon if a
gunner or drive the vehicle if a driver).
Alternatively, troopers from squads being
transported may fire auxiliary storm bolters
instead of firing their own weapons through
hatches or firing slits. Models firing storm bolters
may not be targeted separately by the enemy.
ELDARVEHICLE
ELDARVEHICLE
ELDARVEHICLE
IMPERIALVEHICLE
VEHICLE VEHICLE VEHICLE VEHICLE15 Points 15 Points 25 Points 5 Points per Weapon
SPIRIT STONE SPECTRAL SHIELD
ELDAR VEHICLES ONLY ELDAR VEHICLES ONLY ELDAR SKIMMERS ONLY IMPERIAL VEHICLES ONLY
VECTORED ENGINES STORM BOLTERS
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This vehicle card may be fitted to a
vehicle's heavy bolter. The heavy
bolter has been fitted with an
ammo feed. The ammo feed
reduces the chances of the
weapon jamming. A heavy bolter
equipped with an ammo feed may
ignore the first jam rolled on the
sustained fire dice each turn. This
means a heavy bolter with an
ammo feed will only jam if two
jams are rolled together. A twin-
linked heavy bolter may only have
a single ammo feed.
Heavy bolters are often
replaced with heavy flamers
on Imperial vehicles fighting in
built-up areas or jungles to
give superior close-in defense
against infantry assaults. This
card allows you to upgrade
heavy bolters to heavy flamers
on a vehicle for an extra 10
points per weapon upgraded.
Twin linked heavy bolters may
be upgraded to a single heavy
flamer for free.
This card may only be taken for vehicles
(excluding bikes and skimmers), it may not
be taken for Dreadnoughts. Hunter-killer
missiles are one shot weapons for use
against heavily armored targets. The
missile is fitted with a robot brain so it is self-
guiding and doesn't require a crewman to
fire it. The missile may only be fired at
vehicles, Dreadnoughts, buildings or similar
targets. It always hits its target on a roll of
3+ regardless of range and to hit modifiers
for target size, speed, cover etc. if the
missile hits work out damage using the
profile given below. Discard this card once
the missile has been fired.
This card may only be taken for vehicles (excluding
bikes and skimmers), it may not be taken for
Dreadnoughts or other walkers. The "dozer" blade
increases the Strength of the vehicle's ram value by
+1 and adds +1d6 to the ram damage it inflicts.
This is in addition to the +D6 ram bonus against
buildings received by vehicles with a ram bar noted
in the Warhammer 40,000 rulebook. In addition
to this, any shots which hit the front of the vehicle's
hull will hit the blade on a roll of 4, 5 or 6 on a d6. If
it is hit the "dozer" blade adds +D6 to the vehicle's
front hull armor value for that shot only. If the
vehicle's hull suffers a penetrating hit from the
front the bulldozer blade is automatically wrecked
and this card is discarded.
IMPERIALVEHICLE
IMPERIALVEHICLE
IMPERIALVEHICLE
IMPERIALVEHICLE
VEHICLEVEHICLEVEHICLEVEHICLE 5 Points per Weapon10 Points per Weapon30 Points15 Points
AMMO FEEDHEAVY FLAMERHUNTER-KILLER MISSILEBULLDOZER BLADE
IMPERIAL VEHICLES ONLY IMPERIAL VEHICLES ONLY IMPERIAL VEHICLES ONLY SPACE MARINE VEHICLES ONLY
Strength Damage Save Mod. Armour Penetration
8 2D10 -6 2D10+D6+8
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This vehicle card may only be fitted to
Space Marine vehicles that have a
character riding in or on them. The
vehicle is equipped with a command
comm-link, enabling it ot guide a
Space Marine attack. This allows a
character to give orders and command
the rest of the force while leading from
a forward position -perfect for
lightning raids and assaults. when
rolling to see which side goes first, a
Space Marine force that includes this
vehicle may roll two D6 and add their
strategy rating to the best result.
Further vehicles with a command
comm-link will not confer any
bonuses.
This card may only be taken by Ork
Warbikes. The rider of this Warbike
has a faithful Gretchin assistant who
rides on the back of the Warbike.
These reckless Gretchin are known as
Skrabblas. Following the shouted
orders of the rider, they scrabble
around the back, throwing their
weight around to help ease the heavy
Warbike into skid turns. A Warbike
rider with a skrabbla may add +2 to
his dice rolls on the skid turn chart.
The skrabbla is extremely agile and
cannot be hit by enemy fire.
This vehicle card may only be taken for Space
Marine attack bikes. The extra carrying capacity
over a standard bike allows them to be equipped
for an enhanced reconnaissance role, using their
speed and manoeuverability to scout ahead of the
main force. The collected data is transmitted via
uplink back to command HQ. A force which
includes this vehicle gains considerable strategic
advantage. the Space Marine player may add 1 to
his strategy rating. In addition, on a D6 roll of 4+
you may force your opponent to discard one of his
Strategy cards. Further vehicles with a recon pack
will not confer any extra bonuses.
This card may only be taken by
Ork Warbikes. The Warbike has
great big knobby tires and special
spiky tracks so that it can cope
with all types of terrain. The
Warbike can travel up to
combat speed across difficult
ground. In addition, the Warbike
may attempt to cross linear
obstacles that are no taller then
the front wheel. Roll a D6: on a 4+
the obstacle is successfully
crossed; otherwise, the Warbike
collides as normal.
IMPERIALVEHICLE
ORKVEHICLE
IMPERIALVEHICLE
ORKVEHICLE
VEHICLE VEHICLEVEHICLE VEHICLE30 Points 10 Points20 Points 10 Points
COMMAND COMM-LINK SKRABBLARECON PACK MOTO-X
SPACE MARINE VEHICLES ONLY ORK WARBIKES ONLYSPACE MARINE VEHICLES ONLY ORK WARBIKES ONLY
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M a y n o t b e u s e d b y
Dreadnoughts. May be used at
the end of the vehicles
movement phase, and makes
it move forward another 3D6
in a straight line immediately.
If the roll for distance is 15 or
more the vehicle starts to rattle
apart move the vehicle, then
roll a D6 on the Hull Damage
Table.
Whenever the vehicle is hit, roll
D6 and deduct the result from
the Strength of the incoming
shot. On a result of a 6, the
hit is stopped completely
but the Force Field is
burned out and destroyed,
inflicting an S4 hit on a
randomly-selected crewman.
This card may only be taken for
Ork Warbikes. The owner of this
Warbike has fitted his bike with
absolutely immense exhaust pipes.
The 'Oooge Xhausts are specially
customized to make as much noise
as possible. The thumping noise they
produce sounds like a dozen battle
cannons ripping the earth apart,
fooling the enemy into thinking they
are under attack! Any enemy units on
Overwatch that are within 12" of the
Warbike must pass a Leadership test or
lose Overwatch, just as if they had
been shot at.
ORKVEHICLE
ORKVEHICLE
ORKVEHICLE
VEHICLE VEHICLEVEHICLE 10 Points 20 Points5 Points
SQUIGG FUEL INJECTOR KUSTOM FORCE FIELDOOOGE XHAUSTS
ORK WARBIKES ONLYORK WARBIKES ONLY ORK VEHICLES ONLY
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