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.
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]
Strength 3 against passengers in an open-topped vehicle. [p70]
iv.
Don’t
roll this more than once if there’s multiple results. [faq]