WH40k - Designing Vehicles.pdf

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VEHICLE DESIGN RULES – THE SOUPED-UP VERSION! - December 2000
Ever since the Vehicle Design Rules (VDR from now on) came out in WD 251 I’ve had
people bending my ear about them. “Well Jervis,” they say. “Your rules have caused
quite a furore – it’s all anybody seems to want to talk about on the net these days.”
Fortunately, although quite a lot of the stuff that has come up has either been rules
queries or dull questions about game balance, just as much has been really very exciting
stuff about vehicle variants, scratch-built models and cool things that the VDR allow
people to do in their Warhammer 40,000 games. As the VDR were written to stir up
interest in this sadly neglected aspect of the hobby, I’m more than pleased with the
response so far, and am quite happy to weather the occasional brick-bat from players who
worry that the rules may unbalance the game.
This isn’t to say that the rules are perfect. Far from it; the article has more than its fair
share of typos and gaffs. Fortunately all these things are easily sorted out, which is the
purpose of this follow-up article. Hopefully we’ll be able to look at some of the cool new
vehicles I’ve been hearing about in more detail in White Dwarf in the coming months.
For the time being though, this article has been written to answer the questions that have
arisen, and to close a couple minor loopholes in the VDR that, erm, creative players
round the world have considered exploiting. Here goes…
THE MOST IMPORTANT RULE – AGAIN!
Before I get down to nitty-gritty revisions and Q&A, I must point out very strongly that it
is VITAL that people using the VDR obey ‘The Most Important Rule’, which is that in
order to use a vehicle created with the VDR it MUST be represented by a PAINTED
WYSIWYG MODEL. There are NO exceptions to this rule: if you don’t have a painted
wysiwyg (‘what you see is what you get’) model then you can’t use it.
Almost all of the arguments I’ve seen for unlikely ‘game-winning’ vehicles fall down on
the fact that the author is clearly never going to be able to produce a painted wysiwyg
model, and that if he did it would take so long to make and cost so much money that, to
be honest, the player would deserve the slight gaming advantage it might give. A classic
example of this kind of thing was the ‘lumbering war machine with 100 bolters’, which
while a scary prospect to be sure, is much scarier as a modelling project than it is as a
tabletop opponent!
The other thing that many players seem to forget is that a vital part of the ‘wysiwyg’
approach is that the resulting model should not be in any way confusing to an opponent.
As noted in the article ‘Basically, if you think to yourself “Will this confuse another
player?” and the answer is “Yes” then you shouldn’t do it!’ . A lot of the stuff I’ve seen
about changing the characteristics of existing models to suit the player’s own tastes fall
foul of this. For example, if you decide you want an armoured Sentinel, you must come
up with a wysiwyg model that no opponent can mistake for a normal Sentinel sporting
the standard ‘extra armour’ upgrade. If they looked at your model and could be confused
by it then you’re breaking the wysiwyg rule and can’t use it. There is more about
designing variants on existing vehicles below, but for the time being, just bear in mind
that using the VDR to field a normal model but with a new set of stats is breaking the
rules and you won’t go too far wrong!
OPEN-TOPPED & FULLY ARMOURED VEHICLES
Probably the biggest problem with the VDR that appeared in WD251 is that I had failed
to appreciate that they allowed players to create ‘fully armoured’ versions of what would
be usually ‘open-topped’ vehicles in the Codex army lists. The best example of this is the
armoured Sentinel model mentioned above, which is exactly the same as a normal
Sentinel but not open-topped, and which comes in considerably cheaper under the VDR
than it should do. Fully-armoured versions of Ork buggies have also shown up this flaw
in the rules.
Fortunately fixing the problem proved really easy once I knew about it, and I have to say
that the solution below rather improves the earlier rules, as it encourages players to make
lightly-armoured vehicles open-topped and heavily armoured vehicles ‘fully armoured’.
It works like this…
Vehicle Design Step 3a. Pick if Open-Topped or Fully Armoured
The ‘open-topped’ vehicle upgrade is no longer used. Instead, when designing a vehicle,
you must decide whether it will be open-topped or fully armoured. When working out the
points value for the vehicle, look up the total armour of all four facings on the table
below and modify the points value of the vehicle appropriately. The points modifier is
not used for flyers, which always count as being ‘fully armoured’.
Total Armour Open-Topped
Fully Armoured
36-42
0
+20
43-46
0
+10
47-50
0
0
51-54
-10
0
55-56
-20
0
REVISED WEAPON COSTS
The second area of the VDR which caused problems was the weapon charts that appeared
in WD251. Not to put too fine a point on it, they are riddled with mistakes, and they also
lack any guidelines as to which charts to use when designing a vehicle, and which
upgrades can be applied to which weapon (eg, can I really have a twin-linked gatling
flamer, and how does it work if I can?). The following revised charts and rules fix these
problems.
Weapon Charts
The following weapon charts replace those from WD251. Weapons are limited to the
weapons belonging to one race on a vehicle (ie, you can’t mix and match weapons from
different races on the same vehicle). In addition you must use the weapons for the race of
the army the vehicle is being made for (i.e. a vehicle for an Eldar army must use Eldar
weapons). Any race without a Codex, with the exception of the Tyranids, may use
Imperial vehicle upgrades until their own Codex comes out. Rules for designing Tyranid
‘vehicles’ will appear in a future issue of White Dwarf. Last but not least, Orks may not
use ‘captured’ vehicles designed with the VDR for another race.
IMPORTANT NOTE: Weapons marked with a ‘*’ on the chart below are ‘small-arms’.
Such weapons may NOT be given certain weapon upgrades as explained later on.
IMPERIAL WEAPONS
Weapon
BS4 BS3
Assault Cannon
+35 +25
Autocannon
+35 +25
Autogun*
+3
+3
Battle Cannon
+50 +50
Bolter*
+4
+4
Demolisher Cannon
+50 +50
Earthshaker Cannon
+60 +60
Flamer*
+10 +10
Grenade Launcher*
+15 +10
Griffon Mortar
+40 +40
Heavy Bolter
+20 +15
Heavy Flamer
+15 +15
Inferno Cannon
+30 +30
Lascannon
+35 +25
Lasgun*
+3
+3
Meltagun*
+15 +10
Missile Launcher
+25 +20
Mortar
+25 +25
Multilaser
+35 +25
Multimelta
+40 +30
Plasma Cannon
+40 +30
Plasma Gun*
+15 +10
Storm Bolter*
+5
+5
Vanquisher Cannon
+55 +50
Whirlwind Multiple
Missile Launcher
+40 +40
DARK ELDAR WEAPONS
Weapon
BS4
Blaster*
+15
Dark Lance
+35
Destructor
+15
Disintegrator
+45
Shredder*
+15
Splinter Rifle*
+4
Splinter Cannon
+20
Stinger*
+10
Terrofex*
+15
CHAOS WEAPONS
Weapon BS4
Combi Bolter-Flamer* +10
Combi Bolter-Meltagun* +15
Combi Twin Bolter* +5
Blast Master +30
Doom Siren +15
Sonic Blaster* +15
In addition, Chaos may use any weapons from the Imperial list.
ELDAR WEAPONS
Weapon
BS4 BS3
Bright Lance
+40 +30
Eldar Missile Launcher
+35 +25
D-Cannon
+30 +30
Lasblaster*
+3
+3
Pulse Laser
+40 +30
Shuriken Catapult*
+4
+4
Shuriken Cannon
+25 +20
Star Cannon
+45 +35
Scatter Laser
+35 +25
Reaper Launcher
+35 +25
Death Spinner
+15 +10
Prism Cannon
+55 +45
Shadow Weaver
+25 +25
Vibro-Cannon
+40 +40
NECRON WEAPONS
Weapon
BS4
Gauss Gun*
+5
Gauss Blaster
+8
Gauss Cannon
+40
Heavy Gauss Cannon
+45
ORK WEAPONS
Weapon
BS2
Big Shoota
+15
Kombi Shoota-Rokkit*
+10
Kombi Shoota-Skorcha*
+12
Kustom Mega-Blaster
+20
Rokkit Launcha
+15
Shoota*
+3
Skorcha
+15
Lobba
+40
Zzap Gun
+40
Kannon
+35
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