Damage Rolls

Source: Core Rulebook 3E, p. 87

Once a vehicle's armour is breached, roll a D6 on the appropriate table (glancing, penetrating, or ordnance) to see what happens to it.

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).