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 (see below) 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. This is because the walker is not a static target like other vehicles and rampages through the melee, turning to face its enemies. Consequently a walker is quite capable of tearing apart its foe in close combat, while only the specially armed (or monstrously powerful) will have any hope of destroying a walker up close.
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.