Wargaming Tradecraft: Warhammer 40k Vehicle Damage Order [5th ed]




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Warhammer 40k Vehicle Damage Order [5th ed]

Loquacious' post over at World of Wonder reminded me I hadn't gotten around to typing up the vehicle damage flow as I said I would so long ago. So, just to show that I can help out in the gaming side of things from time to time, here we go.

The following is a referenced list of how to handle damaging vehicles.




If you like, download the Vehicle Damage Chart as a printable PDF from GoogleDocs and use it as a cheat sheet at games!



1.      Roll to hit.
a.      BS + D6 must be equal to or greater than 7

2.      Determine facing armour.
a.      Facing nearest each model is hit. (front, side, rear) [p60]
                                                              i.      Vehicle visible but not nearest facing, cover save increases. [p62]
b.      If a multiple models in a unit face different sides, resolve hits separately. [p60]
c.       If the center of a blast template hits the vehicle, facing is from the firer. [p60]
d.      If the blast template hits but the center of a marker misses the vehicle, facing is from the center of the template. [p60]
e.      Barrage weapons hit side (top) armour. [p60]
f.        Template weapons use facing from the firer. [p29]
3.      Determine Penetration
a.      Weapon Str + D6 [p60]
b.      + Rending weapons get to add an extra D3 if you roll a 6 to penetrate. [p31]
c.       + Melta weapons at half range or less add an extra D6. [p32]
d.      + Models with Tank Hunters rule add +1  [p76]
e.      - If the blast template center missed the vehicle, weapon is half strength. [p60]
f.        Sniper weapons are Strength 3 vs Vehicles. [p31]
g.      Ordnance weapons roll 2D6 instead of 1 and take the highest. [p60]
h.      Twin-linked (flamer style) template weapons may reroll this. [p31]
4.      Check Penetration Results
a.      If the above total equals Vehicle Armour, causes a Glancing Hit. [p60]
b.      If the above total is greater than Vehicle Armour, causes a Penetrating Hit. [p60]
c.       Lance weapons treat armour above 12 as 12. [p32]

5.      Cover Saves
Might as well save time by checking cover saves now.
a.      4+ save if at least 50% of the facing being shot is obscured. [p62]
                                                              i.      3+ save if models can’t see their facing at all. [p62]
b.      For squads shooting at vehicles, it must be 50% obscured from the majority of models shooting it with weapons that can damage it. [p62]
c.       Area terrain doesn’t automatically provide vehicles with cover. [p62]
6.      Roll  Damage Result
a.      Roll D6 [p61]
b.      + Add 1 if weapon is AP1 [p61]
c.       + Add 1 if vehicle is open topped. [p70]
d.      - Subtract 1 if weapon is AP-  [p61]
e.      - Subtract 2 if it’s a glancing hit. [p61]
7.      Check Damage Result
a.      1 – Crew Shaken
                                                              i.      Vehicle can’t shoot for a turn. [p61]
                                                            ii.      Passengers can’t shoot for a turn. [p67]
                                                          iii.      Multiple results don’t stack for multiple turns. [p61]
                                                           iv.      Thunder Hammers cause this in addition to any other result. [p42]
b.      2 – Crew Stunned
                                                              i.      Vehicle can’t move or shoot. [p61]
                                                            ii.      Vehicles in squadrons treat this result as Shaken. [p64]
                                                          iii.      Multiple results don’t stack for multiple turns. [p61]
c.       3 – Damaged Weapon
                                                              i.      Attacker chooses a weapon to destroy. [p61]
                                                            ii.      If no weapons left, upgrades result to “Immobilized”. [p61]
                                                          iii.      If no weapons left and Immobilized, upgrades to “Wrecked”. [p61]
d.      4 – Damaged Immobilized
                                                              i.      Vehicle can’t move for the rest of the game. [p61]
                                                            ii.      Vehicles in squadrons are instead “Destroyed Wrecked”. [p64]
                                                          iii.      Turrets may still rotate and weapons still have their arcs of fire. [p61]
                                                           iv.      Additional results become “Damaged Weapon”. [p61]
                                                             v.      Additional results with no more weapons, becomes “Wrecked”. [p61]
                                                           vi.      Skimmers that moved Flat Out upgrades to Wrecked. [p71]
e.      5 – Destroyed Wrecked
                                                              i.      Vehicle is left in place and becomes a wreck. [p61]
                                                            ii.      Wrecks counts as difficult and dangerous terrain, blocks LOS. [p62]
                                                          iii.      Passengers immediately disembark and take pinning test. (Any models that can’t disembark are destroyed) [p67]
f.        6 – Destroyed Explodes
                                                              i.      Becomes a crater or difficult terrain. [p61]
                                                            ii.      Every model within D6” of the hull suffers a Strength 3, AP- hit. [p61]
                                                          iii.      Passenger unit suffers a number of hits for every model in the unit, at Strength 4 AP-. Survivors are placed where the vehicle was and take a pinning test. [p67]
Strength 3 against passengers in an open-topped vehicle. [p70]
                                                           iv.      Don’t roll this more than once if there’s multiple results. [faq]