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. Note there are separate tables for glancing, penetrating and ordnance hits.
GLANCING HIT (S+D6 ROLL EQUALS ARMOUR VALUE)
| D6 | Result |
|---|---|
| 1-2 | Crew shaken – The vehicle may not shoot next turn. Embarked troops may disembark and the vehicle can still move. |
| 3 | Crew stunned – The vehicle may not move or shoot next turn, embarked troops may not disembark. |
| 4 | Immobilised – The vehicle may not move for the rest of the game. Skimmers that are immobilised crash and are destroyed. |
| 5 | Armament destroyed – One of the vehicle's weapons (chosen by attacker) is destroyed. |
| 6 | Vehicle destroyed! – The vehicle is wrecked, mark it with cotton wool smoke or remove it from play altogether. |
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. |
| 2 | Immobilised – The vehicle may not move for the rest of the game. Skimmers that are immobilised crash and are destroyed. |
| 3 | Armament destroyed – One of the vehicle's weapons (chosen by the attacker) is lost. |
| 4 | Vehicle destroyed! – The vehicle is wrecked, mark with cotton wool smoke or remove from play altogether. |
| 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 1 wound on a D6 roll of 4+ (saving throws are allowed), vehicles are unaffected. |
ORDNANCE HIT (ORDNANCE WEAPON BEATS ARMOUR)
| D6 | Result |
|---|---|
| 1 | Crew stunned – The vehicle may not move or shoot next turn. Embarked troops may not disembark. |
| 2 | Immobilised – The vehicle may not move for the rest of the game. Skimmers which are immobilised crash and are destroyed. |
| 3 | Armament destroyed – One of the vehicle's weapons (chosen by the attacker) is destroyed. |
| 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 1 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 1 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). |
Errata — Chapter Approved: Main Rules Clarifications (v2.0): The crew stunned and crew shaken results on the Vehicle Damage charts apply to embarked troops. Stunned troops will be unable to fire or disembark. Shaken troops will be unable to fire but may disembark and assault as normal. Note that they may not Fleet of Foot.
Errata — Chapter Approved: Main Rules Clarifications (v2.0): Models inside a transport that suffers a penetration roll of 5 (vehicle destroyed and the wreck scatters D6" randomly) count as lost if the scatter is enough to take the vehicle off the table.
Errata — Chapter Approved: Main Rules Clarifications (v2.0): Casualties suffered by a unit when a transport they are in is destroyed do not cause a Morale test.
Errata — Chapter Approved: Main Rules Clarifications (v2.0): Destroyed vehicles are only removed if specifically stated by the Vehicle Damage chart. They should otherwise be marked with smoke. Wrecks can be moved across as difficult terrain and continue to block line of sight normally. Models on the wreck may count as being in cover. You may not continue to fire at wrecks in the hope of blowing them up.
Errata — Chapter Approved: Main Rules Clarifications (v2.0): When a transport is blown up, do not roll individually to see which passenger models have to make a save unless they have a different saving throw. Thus, if a ten man Space Marine Tactical squad in a Rhino with a Veteran Sergeant, meltagun, and flamer is aboard a Rhino that blows up, you roll 10D6 then take an armour save for any 4+ rolled and remove casualties in the same fashion as though the squad was shot at.