Walkers in an Assault

Source: Trial Vehicle Rules, p. 10

Walkers fight in an assault in the same way as infantry. Resolve any hits scored on walkers by rolling for armour penetration and damage as for a vehicle (see Shooting at Vehicles and Damage Rolls & Damage Tables). Unlike other models, walkers can launch an assault even if they have fired in the Shooting phase.

Infantry fighting against a walker will normally fight against its frontal armour as the walker rampages through the mêlée. This is the case if the walker is immobilised, as the upper torso of the machine can still swing round.

Immobilised, stunned and shaken walkers fight in close combat with one less attack than normal, but otherwise attack normally.

Each Damage roll that is inflicted on a walker counts as a single wound for the purposes of working out who won the combat.

There is one very important difference for walkers in an assault. They never have to check Morale, and so will never fall back in an assault. Even if the walker has lost, count the result as a drawn combat. The only way to win a close combat involving a walker is to destroy it! Unlike other vehicles, walkers can be engaged in close combat by enemy models. If it is engaged it may not shoot or make any type of move except a reinforcement move.

Designers' Note: These modifications help to balance the increased vulnerability of Dreadnoughts and other walkers in close combat under the revised Assault rules. A Dreadnought does not stand impassively while enemies attack its rear armour, and several tons of rampaging Dreadnought should always be a dangerous prospect.

Drawn Combats

In a drawn combat, a walker can make a reinforcement move to move into contact with more enemy models or to turn to face a different direction.

Multiple Combats

In multiple combats where there is a walker (or several walkers) on one or both sides, the infantry units have to check Morale if they lose as normal. In the event that any of the infantry falls back, the walkers remain in combat. As normal, winning units (including walkers) can only sweeping advance or consolidate if all of the units fighting them fall back.

Using Grenades Against Walkers In Close Combat

Grenades and melta bombs can be used normally against a walker if it is already immobilised at the start of the close combat. Otherwise, grenades and melta bombs may be used against a mobile walker following the normal rules for krak grenades and melta bombs (see Infantry Assaulting Vehicles). Hits are scored on the result of a 6 on a D6 only, irrespective of the relative Weapon Skills or any other factors.

Designers' Note: This is a new rule to give troops with krak grenades or melta bombs some chance to damage a walker – it is a poor chance but better than none at all.

Dreadnought Close Combat Weapons

Dreadnoughts are often armed with enormous close combat weapons – hammers, wrecking balls, claws, etc. If a Dreadnought is armed with a close combat weapon, it doubles its Strength in close combat (up to a maximum of 10) and ignores Armour saving throws. In other words, for a Dreadnought, close combat weapons count as power fists, but it strikes according to its normal Initiative value instead of always striking last. A Dreadnought armed with two close combat weapons gains an extra attack just like ordinary troopers armed with two weapons.