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).
Vehicle Squadron When a squadron moves, all of its vehicles move at the same speed (i.e. they all move at combat speed, at cruising speed, etc.). All of its vehicles have to maintain coherency, just like ordinary units, but vehicles in a squadron need only to remain within 4" of each other to be in coherency, rather than within 2".
When shooting, a squadron of vehicles fires all of its available weaponry at a single enemy unit. Like other units, vehicles in squadrons can see and shoot through members of their own unit, just as if they were not there. This represents the vehicles manoeuvring around each other in a well-practiced battle formation.
When a squadron of vehicles is fired at, roll to hit and for armour penetration against the squadron’s common Armour Value (which is normally the same for all facings, and in most cases is 10). If the vehicles in the squadron have different Armour Values on different facings, use the Armour Value of the facing of the closest visible vehicle.
Once all of the armour penetration rolls have been made, the player controlling the squadron allocates the glancing and penetrating hits to squadron members as he would allocate wounds to members of a normal unit. Then he takes any cover saves available to the squadron – use the rules for vehicles to determine if each squadron member is in cover (ignoring other members of the squadron, as if they were not there), and then the rules for normal units to work out if the entire squadron is in cover or not. After cover saves are taken, make the damage rolls for any remaining glancing and penetrating hits. The effects of damage results on vehicle squadrons are slightly different than on normal vehicles, as described below.
The mutual support of vehicles in squadrons makes them resilient to damage results affecting the crew. On the other hand, the crews are under strict orders to abandon immobilised vehicles and disable them, not to leave them as spoils of war for the enemy. To represent this, treat all immobilised results as destroyed (wrecked) and all stunned results as shaken. If a squadron consists of a single vehicle when an enemy unit fires at it, it reverts to the normal rules for vehicle damage results.
For example, a squad of Space Marine Devastators opens fire against a squadron of three Eldar Vypers, scores several hits, and rolls for armour penetration against the squadron’s Armour Value of 10. This results in three penetrating hits and three glancing hits. The Eldar player allocates two penetrating hits on one Vyper, two glancing hits on another and one penetrating and one glancing hit on the last Vyper. He then takes the cover saves for his Vypers (4+, for example), saving one of the glancing hits and one of the penetrating hits. Finally the opponent rolls for damage for the two glancing and two penetrating hits that are left, and the results are immediately applied on the Vypers that suffered them.
When engaged in close combat against a squadron, enemy models roll to hit and for armour penetration against the squadron as a whole. Damage results have the same effect as described above, and are allocated against the squadron at each Initiative value, in the same way as a normal combat. As usual for combats against vehicles, there is no defenders’ reaction, combat resolution, pile-in moves, consolidation, etc.