62271760 Vehicle Cards for 2nd Edition 40K

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Transcript of 62271760 Vehicle Cards for 2nd Edition 40K

  • 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

    -

    -

    -

    -

    -

    -

    STO HIT

    3

    Blocks LOS

    1 -1 D6+3

    -

    2 Blast

    2 Blast

    SAVE ARMOURS STR. DAM. MOD. PENE. SPECIALL L

  • 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

  • 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

  • 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.

  • 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

  • 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

  • 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

  • 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

  • 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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