SKIMMERS - ignore difficult terrain . the drivers of all other vehicles must make a 2d6 roll successfully or be bogged down and immmobilised.
OPEN TOPPED - the crew of such a vehicle may be directly targeted by weapons when attacked from above BUT the shooter must designate whether he is shooting at the vehicle or at crew/ carried troops.crews count as being in cover.
TANK - a tank may ignore the movement restrictions of dificult terrain if the driver makes a successful or drawn 2d6 conlict roll. failure results in the Tank being immobilised.
roll for damage after hitting a vehicle. all vehicles will make a damage reduction roll. if damage is taken roll 2d6 -
zero success - the damage passes harmlessly thru / around the vehicle.
1 success- crew / carried troops are hit . they all take the same reduced damage but may make damage reduction rolls of their own if possible.
2 successes - the damge comes off the vehicles SP
3 successes - one vehicle weapon is destroyed completly and the damage comes off the SP
4 successes - the vehicle engine is destroyed and the damage come soff the SP . the crew can each make a 2d6 conflict roll to escape the vehicle before it CRASHS.
SP DAMAGE - a vehicle reduced to zero SP or less is totally destroyed and all occupants suffer a 2d6 damage roll ( 1d6 damage per success , daamge reduction rolls allowed )
WEAPON MOUNTINGS - a sponson or turret mounted weapon may be fired in any direction . a front or side mounted wepon may only fire along a 90 degree arc on that side. HEAVY weapons do not suffer movement resistrictions when mounted on vehicles.
ORDINANCE weapons - ordinance weapons may only be fired if the vehicle is stationary.ordinance have double the range of heavy weapons.
BIKES -a biker may engage in hand to hand combat without stopping at up to high speed. a jet bike may do so at full speed and the opponent rolls a 1d6 conflict . if thebiker loses the combat he must make a 2d6 conflict roll and draw or succeed or be involved in a CRASH.
ORK VEHICLES -
WARBUGGY / WARTRAKS - Driver and single gunner only. / 20SP / fast / open topped / damage reduction 6 per success / BIG SHOOTA or ROKKIT LAUNCHER
WARBIKE - rider only / 10SP / fast / bike / damage reduction 3 per success / BIG SHOOTA
WARTRUKK - driver , gunner and up to 10 carried troops / 30SP / fast / opentopped / damage reduction 6 per success / BIG SHOOTA or ROKKIT LAUNCHER
RHINO - standard marine transport - driver and gunner and up to 10 marines but NOT TERMINATORS /tank / 30sp / damage reduction / 7 per success / turret mounted STORM BOLTER ( assault , burst , 4 damage per success )
RAZORBACK - as RHINO except with a turret mounted HEAVY BOLTER or LASCANNON or MULTI-MELTA ( assault , 10 damage per success , 15 damage per success if fired at 1d6 to hit roll) , . can only carry 6 marines.
PREDATOR - driver and 3 gunners / tank / 40 sp / damage reduction 9 per success / turret mounted LASCANNON or AUTO CANNON ( heavy , 7 damage per success , burst ) AND two side mounted HEAVY BOLTERS or LASCANNON
VINDICATOR -driver and gunner and two demolisher crew / tank / 40sp / amage reduction 9 per success / turret mounted STORM BOLTER and front facing DEMOLISHER ( ordinance weapon , 10 damage per success , 10metre blast)
LAND RAIDER - driver and three gunners and up to ten marines or five terminators / tank / 50sp / damage reduction 10 per success / front facing HEAVY BOLTER and two side mounted LASCANNONS
LAND SPEEDER - pilot and gunner / fast / skimmer / 20sp / damge reduction 6 per success / sponson mounted HEAVY BOLTER or MUTIMELTA and pilot operated front facing HEAVY FLAMER ( assault , 5 per success , 5metre blast )or ASSAULT CANNON ( heavy , burst , 5 per success )
TANK UPGRADES -
all tanks carry one type of upgrade per vehicle . roll 1d6 per tank -
1 or 2 - dozer blades - the vehicle can be driven out of difficult terrain if immobilised within 1d6 rounds.
3 or 4 - extra armour - the tank reduces damage by an additional one per success on its damage reduction roll
5 - hunter killer missile - ( ordinance , 10 damage per success , turret mounted ,/ one single missile)
6 - smoke launchers may only be used if the viehcle is stationary or moving at cruise speed. the tank is cloaked in smoke for 2d6 rounds during such time it is considered IN COVER. one set of charges.
SKILLS - all MARINES begin with 2 skills. Choose from the following -
OPERATE VEHICLE - Choose ONE vehicle from the following list - bike , attack bike , land speeder , rhino , predator , vindicator , land raider . The MARINE may pilot/drive/ride the chosen vehicle and takes rolls to control the vehicle at 2d6. without this skill all control rolls are taken at 1d6.this skill may choosen repeatedly for different vehicles.
REPAIR VEHICLE - Choose ONE vehicle from the list in OPERATE VEHICLE. given the proper tools a MARINE can repair 1d6 SP on his chosen vehicle per success on a stright 2d6 roll within 1d6 hours . without the proper tools the SP repaired is halved. an MARINE skilled in the repair of another vehicle rolls 1d6 for 1 to 3 repaired SP per success in 1d6 hours.
XENOCULTURE - choose ONE race from the following list - eldar , dark eldar , ork , tau - when interrogating a member of a paticular race ( a marines never going to engage in polite conversation with XENO -scum ) or listening to XENO radio transmisions , the marine makes a 2d6 conflict roll. success allows for successful translation of the aliens discussions.
XENOTECH - choose one race from the - eldar , dark eldar , ork , tau , necron - the marine can operate weapons , vehicles and technology from his chosen race , circumstances permitting , with a 2d6 roll. unskilled marines can do so at 1d6 but failure results in the equipment rendered unusable.
XENOTACTICS - the marine chooses an enemy from the following racial list - eldar , dark eldar ,ork , tau , necron , tyranid , or the following list of traitor legions - emperors children , iron warriors , night lords , worldeaters , death guard , thousand sons , ord bearers , alpha legion . in a combat situation the player may make a 2d6 conflict roll ( the GM olls in secret ) . success results in successfully guessing the opponents tactics as a group as they pertain to the given circumstances and environment. the GM will inform the players of tactics regardless unless the player fails his roll in which case he simply does not know.
the TAU - all TAU have a movement of 20 metres. unless otherwise stated a TAU warrior has 6 LPC. all TAU engage in hand-to-hand combat conflict rolls on a 1d6.
TAU fire warrior ( shas'la ) all fire warriors in a FIRE WARRIOR TEAM ( 6 -12 ) are armed as such - reflec armour ( damage reduction 3 per success ) . combat blade ( 2 damage per success ) , half are armed with PULSE RIFLES ( rapid fire , 5 damage per success ) with the other half armed with PULSE CARBINES ( assault , 5 damage per success ). all memebers of the team will also carry EMP (electro magnetic pulse ) grenades ( 1d6 to hit , 1 damage per success , vehicle taking damage is immobilised for 1 round per point of damage inflicted )
TAU veteran team leader ( Shas'ui ) armed as team BUT is hard-wired as a DRONE CONTROLLER usually with a SHIELD DRONE and a GUN DRONE. a shas 'ui has 8 LPC.
DRONES - DRONES act a members of a FIRE warrior team. They always stay within 100 metres of the fire team. Since they hover they ignore difficult terrain.Drones respond to the electronic commands of their Drone controller and are generally kept within sight of him. they can recognise that a character is a non-tau and will be preprogammed to either retreat and shadow, full retreat or attack enemy forces. if a drone controller is killed the drones literally drop out of the air. a drone controller can act normally while directing the drones.
DRONES have 4 LPC , count as always being in cover because of their size and speed of 40 metres per round and have a damge reduction 0f 3 per success.
SHIELD DRONE - any time a member of a team is hit roll 1d6. On a 6 the shield drone has taken to hit. a shield drone may only take one hit per round but has a damge reduction of 6 per success.
GUN DRONE - a gun drone is armed with TWIN LINKED PULSE CARBINE ( assault , burst , 5 damage per success )
TAU vehicle - DEVILFISH troop carrier
pilot , co-pilot and gunner with hard-wired drone controller and up to twelve tau fire warriors or drones / skimmer / 30SP / damage reduction 8 per success / front firing BURST CANNON ( assault , burst , 5 damage per success ) and two GUN DRONES ( operated by co-pilot )
HAMMERHEAD gunship -pilot , primary gunner , co-pilot and two secondary gunners / skimmer / 40sp / damage reduction 9 per success / turret mounted ION CANNON ( heavy , 7 damage per success , burst )or RAIL GUN ( ordinance , 10 damage per success, 5 metre blast ) / secondary weapons TWO burst cannons or TWO SMART MISSILE SYSTEMS ( heavy , burst , 5 damage per success , ignores cover , single use )
TAU PATHFINDERS ( shas ‘la ) -a squad of PATHFINDERS number between 4 and 8 and are primarily involved with the coordination of TAU firepower on enemy vehicles. They wear reflec armour and are armed with EMP grenades and a pulse carbine. The carbines all are hard wired with a MARKER LIGHT TARGET DESIGNATOR. This is used as a portable ORDNANCE WEAPON. A successful hit allows any TAU vehicle within 100 metres of the pathfinder to open fire the following round on the enemy vehicle at ordnance range if using a heavy weapon and at heavy weapon range if using assault weapon. Each squad of pathfinders has an a DEVILFISH transport at it’s disposal. shas 'la have 8 LPC
XV15 STEALTH TEAM - a STEALTH team consists of 3 to 6 SHAS 'UI , TAU veterans armoured in the XV15 STEALTH BATTLESUIT and allowed to operate behind enemy lines. the battlesuit has damage reduction of 4 per success , a jetpack ability ( see scourges , DARK ELDAR ) and all the team is armed with burst cannons , EMP grenades and close combat blades . the teams leader , a SHAS ' VRE , fights in hand to hand combat at 2d6. firing a a STEALTH SUIT wearing TAU is always done at 1d6 due to it's holographic disruption field. a shas 'vre has 10 LPC.
TAU CRISIS battle suit team the team consists of 1 to 3 CRISIS battlesuits the team leader being a SHAS' VRE. each suit is composed of heavy refec armour ( damage reduction 4 per success ) , has a jetpack and TWO weapons each . roll 1d6 -
1 or 2 - flamer ( assault , 4 per success )
3 - burst cannon
4 - plasma rifle ( rapid fire , 6 damage per success , does not overheat EVER )
5 - fusion blaster ( assault , 8 damage per success )
6 - missile pod ( assault , 7 damage per success , burst )
each suit is also equiped with one of the following . roll 1d6 -
1 or 2 - multi tracker ( allows both weapons to be fired in the same round at different targets )
3 - target lock ( portable ordnance weapon . a successful hit allows for any shot by a team member at the target the next round to ignore cover )
4 - shield generator ( the CRISIS suit has a damage reduction of 8 per success , however should the shield be penatrated the shield generator is destroyed )
5 - drone controller with 1 gun drone
6 - drone controller with one shield drone
a hand to hand hit from a TAU in a CRISIS battlesuit does 3 damage per success.