Damage Rolls & Damage Tables

Source: Trial Vehicle Rules, p. 7

If a vehicle's armour is breached make a Damage roll to see what happens. Roll a D6 and look up the result on the appropriate Damage table below. Note there are separate tables for glancing, penetrating and ordnance hits.

Designers' Note: You will notice that the Damage tables have been modified to ensure that a vehicle will always suffer some loss of capability, however temporary, from a damaging hit. No longer will Rhinos get away with just losing their storm bolter. Similarly, any damaging penetrating hit will force passengers to evacuate their transport. These modifications help to balance the greater opportunities to fire on the move.

Wrecks. Unless stated otherwise, a destroyed vehicle should be marked with some cotton wool smoke and left on the table. It is then treated as difficult terrain for the remainder of the battle. Other vehicles may not move over it but can push the wreck aside if their frontal Armour value is higher than that of the wreck. If the vehicle doing the pushing has a dozer blade or rough terrain modification (or some other device we detail as having this ability in the future) they may move wrecks with an equal frontal Armour value.

Notes

Crew & Passengers. Vehicle drivers, gunners and other crew are automatically killed if their vehicle is destroyed. Troops embarked on a vehicle that is destroyed each suffer one wound on a D6 roll of 4 or more, but may take their Armour saving throws. Survivors are placed within 2" of the wreck and are pinned for the whole of their next turn. Note that a roll of 6 on a penetrating hit for an ordnance weapon will always kill all the passengers in a vehicle.

Stun results. Crews stunned more than once only miss their next turn – don't add the stuns together. A skimmer with stunned crew drifts D6" in a direction indicated by rolling the Scatter dice in its next Movement phase (but stays facing the same way).

Immobilised Vehicles. An immobilised vehicle may not turn in place but its turret may continue to rotate to select targets. Further immobilisation results have no additional effect, although if they are caused by penetrating hits then the vehicle will still be prevented from firing the following move.

Smoke Launchers. Some vehicles have small launchers mounted onto them that carry smoke charges (or a more sophisticated equivalent in the case of skimmers). These are fired to temporarily hide the vehicle behind concealing clouds of smoke, and are most often used when it is moving in the open. Once per game, after completing its movement, a vehicle with smoke launchers can trigger them (it doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is concealed by smoke. The vehicle may not fire in the same turn as it used its smoke launchers, but any penetrating hits scored by the enemy in their next Shooting phase count as glancing hits. After the enemy's turn, the smoke disperses with no further effect.

Damage Tables

Glancing Hit (S+D6 roll equals Armour value)

D6 Result
1-2 Crew shaken – The vehicle and any currently embarked passengers may not shoot next turn. Embarked troops may disembark and the vehicle can still move.
3 Crew stunned – The vehicle (and any embarked troops) may not move or shoot next turn.
4 Armament destroyed – One of the vehicle's weapons (chosen by attacker) is destroyed. If the vehicle has no main weapons (Strength 6 or more) left, treat this result as a crew stunned result as well as destroying one of the vehicle's defensive (Strength 5 or less) weapons.
5 Immobilised – The vehicle may not move for the rest of the game. Skimmers moving fast that are immobilised crash and are destroyed. If the vehicle is already immobilised then treat this as a crew stunned result instead.
6 Vehicle destroyed! – The vehicle is wrecked, mark it with cotton wool smoke, turn it on its side or demonstrate its destruction in some other pleasing manner!

Penetrating Hit (S+D6 roll beats Armour value)

D6 Result
1 Crew stunned – The vehicle may not move or shoot next turn, embarked troops may not disembark or fire from the vehicle.
2 Armament destroyed – One of the vehicle's weapons (chosen by the attacker) is lost. The attack doesn't just shoot off the weapon but mangles the mounting and possibly the gunner as well. Because it is rocked by the impact, the vehicle may not move or shoot next move and any passengers must immediately disembark.
3 Immobilised – The vehicle has taken a hit that has damaged a wheel, track or leg and the driver struggles to maintain control. The vehicle may not move for the rest of the game. Skimmers moving fast are immobilised, crash and are destroyed. The vehicle may fire next turn and all passengers must immediately disembark as if the vehicle had been destroyed.
4 Vehicle destroyed! – The vehicle is wrecked, mark it with cotton wool smoke, turn it on its side or demonstrate its destruction in some other pleasing manner!
5 Vehicle destroyed! – An explosion slews the wreck D6" in a direction determined by rolling the Scatter dice. On a roll of a HIT, the wreck flips over onto its side or roof (whichever way it balances best, randomise if necessary). Models in the way leap aside automatically.
6 Vehicle destroyed! – The vehicle's fuel and ammo detonate, scattering flaming debris over a D6" radius measured from the vehicle's edge. Models in range suffer one wound on a D6 roll of 4+ (saving throws are allowed), vehicles are unaffected.

Ordnance Hit (Ordnance weapon beats Armour value)

D6 Result
1 Crew stunned – The vehicle may not move or shoot next turn. Embarked troops may not disembark.
2 Armament destroyed – One of the vehicle's weapons (chosen by the attacker) is lost. The attack doesn't just shoot off the weapon but mangles the mounting and possibly the gunner as well. Because it is rocked by the impact, the vehicle may not move or shoot next move and any passengers must immediately disembark.
3 Immobilised – Skimmers moving fast crash to the ground and are destroyed. The vehicle has taken a hit which has damaged a wheel, leg or a track and the driver struggles to maintain control. The vehicle may not fire next turn and all passengers must immediately disembark.
4 Vehicle destroyed! – The massive impact slews the wreck D6" in a direction determined by rolling the Scatter dice. On a roll of a HIT the wreck flips over onto its side or roof (whichever way it balances best, randomise if necessary). Models in the way leap aside automatically.
5 Vehicle destroyed! – The vehicle's fuel and ammo detonate, scattering flaming debris over a D6" radius measured from the edges of the vehicle. Any models within range suffer one wound on a D6 roll of 4 or more (saving throws are allowed), vehicles are unaffected.
6 Vehicle annihilated! – The vehicle is blown to pieces by the shot. Red hot fragments of armour, engine and weaponry are sent scything in a 6" radius measured from the edges of the vehicle. Any models within range suffer one wound on a roll of 4+ (saving throws are allowed), other vehicles are unaffected. Remove the destroyed vehicle model (only a smoking crater is left behind). The resultant explosion will kill all passengers carried with no saving throws of any sort allowed.