Ironstrider Ballistarii

(Entry)
Type: upgrade
EntryId: de90-6977-4ec8-7448
Hidden: false
Options (1)
Rules (3)
Doctrina Imperatives
At the start of your Movement phase, you can choose up to one Doctrina Imperative from the list above. Protector Imperatives will increase the army's abilities in the Shooting phase, while Conqueror Imperatives will make the army more proficient in the Assault phase. Unless otherwise stated, each Doctrina Imperative can only be used once during the game.


Protector Imperatives: Binharic Omniscience (Alpha), Gundrill Symbiosis (Beta), Hazard Optimisation (Gamma)


Conqueror Imperatives: Hyperaction Protocols (Alpha), Technomartyr Concords (Beta), Mindstate Secutor (Gamma)
Walker
While other vehicles can only move in the Movement phase, walkers can also run in the Shooting phase and assault in the Assault phase, just as infantry can.


Walkers move in exactly the same way as infantry, so they can move up to 6" in the Movement phase and assault up to 6" in the Assault phase.


Difficult terrain affects walkers just as it does infantry. Difficult terrain only counts as dangerous terrain for walkers if it would do so for infantry. If walkers fail a dangerous terrain test, they are immobilised. 


Unlike infantry, a walker has a facing, which influences where it can fire and its Armour Value when fired at.


Walkers can move and fire all of their weapons, just like a stationary vehicle.


Alternatively, they can choose to run like infantry, and this prevents them from firing and assaulting that turn, as normal (though they can still trigger their smoke launchers, if they have any). Obviously they cannot run if they are stunned or immobilised.


When firing a walker’s weapons, pivot the walker on the spot so that its guns are aimed at the target (assume that all weapons mounted on a walker can swivel 45º, like hull-mounted weapons) and then measure the range from the weapon itself and line of sight from the mounting point of the weapon and along its barrel, as normal for vehicles. This pivoting in the Shooting phase does not count as moving and represents the vastly superior agility of walkers in comparison with other vehicles. Keep in mind however that the walker will probably remain facing in this direction until its next Movement phase, so its facing will determine where its rear armour is going to be when the enemy returns fire! 


Walkers that are locked in combat cannot be shot at.


Walkers assault like infantry models, meaning that they make assault moves and can be locked in combat with enemy units. Walkers can make an assault even if they fired heavy or rapid fire weapons. However, like normal infantry, they can still only assault the unit they fired at.


In close combat, walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a walker in close combat always roll for penetration against its front armour. 


Grenades and melta bombs can be used against a walker. A model will only manage to score a hit with a grenade against a walker on the roll of 6. However, if a walker is already stunned or immobilised at the start of the Assault phase, the attackers roll to hit based on the normal comparison of WS. Remember that models using grenades against vehicles only make one attack.


Immobilised and/or stunned walkers fight in close combat with one less attack than usual (to a minimum of 1), but otherwise attack normally, no matter how many immobilised and stunned results they suffered.


Shaken damage results do not affect the way a walker fights in close combat.


Each roll made on the Vehicle Damage table against a walker counts as a single wound for the purposes of working out who won the combat.


Defeated walkers do not take Morale checks and are not affected by the No Retreat! rule. 


Walkers make sweeping advances, pile-in moves and consolidations unless they are stunned or immobilised.


If a walker is rammed by a tank, it can choose to either brace itself for the impact, in which case the collision is resolved as normal for a vehicle, or it can attempt a ‘Death or Glory!’ attack in the same way as infantry (it cannot do this, however, if it is rammed in its rear arc). 


If it chooses ‘Death or Glory!’ and its attack fails to stop the ramming tank, the walker will not be ready for the impact and is hit on its rear armour in the collision.
Open-topped
Open-topped vehicles follow the normal vehicle rules, with the additions and exceptions given below.


Whenever a damage roll is made against an opentopped vehicle, add +1 to the result.


Open-topped vehicles do not have specific fire points. Instead, all passengers in an open-topped vehicle may fire, measuring range and line of sight from the hull of the vehicle. Open-topped vehicles do not have specific access points. Models can embark or disembark within 2" of any point of the vehicle. The passengers of opentopped vehicles may assault, even if the vehicle has moved before their disembarkation. As it is much easier to bail out from an open topped transport, the Strength of hits inflicted on passengers by exploding open topped transports is one point lower than it would be in a normal transport (i.e. Strength 3).

Profiles:

Wargear
Broad Spectrum Data-tether:

All models in friendly units within 6" of at least one model with a Broad Spectrum Data-tether and are affected by a Doctrina Imperative add 1 to their Leadership characteristic on their profile until the start of your next turn. Note this is not cumulative with the effects of an enhance data-tether.

Searchlight:

Searchlights are used when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the shooting phase, any other unit that fires at the illuminated unit does not use the Night fighting rules. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect.

Abilities
Crusader:

This model rolls an extra D6 when making a Run move, choosing the highest.

Dunestrider:

This unit adds 3" to its maximum Move, Run and Charge distance.

Used By (1)
Adeptus Mechanicus(Catalogue)