Transport

Sometimes acolytes have to travel through large areas, or need an extra armour to disembark from. Following rules enable using certain TRANSPORT in your Acolyte scenarios.

VEHICLES

Vehicles can be activated like operatives, but can only perform the Reposition action, the Shoot action, the Guard action, or any unique actions it has on its datasheet. Vehicles always have the Engage order and cannot benefit from being in cover. Vehicles can be attacked and suffer damage as well as other operatives. When vehicle's remaining wounds reach zero, it is Incapacitated, but stays in the killzone.

Vehicles are not only operatives, but also terrain features. Hull of vehicle is Heavy, roof of vehicle is Vantage if vehicle is taller than 2".

Whenever a shooting attack is made against a vehicle, that vehicle ignores damage of (6 - Save stat) or less inflicted by attack dice (damage from Devastating rule still applies).

Vehicles cannot fight in combat and retailiate. Whenever an operative is fighting against a vehicle, that vehicle ignores damage of (7 - Save stat) or less inflicted by striking with attack dice (damage from Devastating rule still applies). Vehicles can perform the Shoot action while being within engagement range of enemy operatives, but cannot target the operatives it is within engagement range with.

For example, an operative is fighting the Impulsor with its Chainsword. It has rolled 1 critical success and 3 normal successes. The Impulsor's Save stat is 3+, therefore it ignores damage of (7-3=4) 4 or less. When the operative resolves its attack dice, ignore all damage from normal successes (3 dice each with damage of 4), but inflict damage from its critical success (1 dice with damage of 5).

Vehicles can perform the Reposition action through operatives as they are not there. In such case, if operative's Save stat is greater or equal than vehicle's, both operative and vehicle suffer D3 damage each; if its Save stat is less than vehicle's, that operative suffers D6 damage (and vehicle suffers none). In any case, the operative must move off the vehicle's trajectory as close to its initial position as possible.

Whenever a shooting attack with a weapon with Blast, Torrent or X" Devastating Y weapon rule is made against a vehicle, select an exact point on that vehicle hull (that point must be within Line of Sight) and measure distances to possible secondary targets from that point.

CARRYING OPERATIVES

Transport: A vehicle with this ability has certain transport capacity. It can carry operatives, they can embark and disembark from it using following universal actions:

EMBARK 1AP

The operative within control range of friendly TRANSPORT embarks into it and is then carried by that TRANSPORT until it disembarks. Keep track of all statuses, then remove that operative from the killzone.

This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point.

DISEMBARK 1AP

The operative carried by TRANSPORT disembarks from it. Set it up in the killzone anywhere within control range of that TRANSPORT, restoring all its previous statuses (e.g. remaining wounds, order, status tokens).

This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point.

Emergency Disembarkment: Whenever a vehicle is Incapacitated, all the operatives it was carrying disembark immedately within control range of it. If there is no room to place an operative on emergenct disembarkment, it is Incapacitated.

TRANSPORT DATACARDS

CHIMERA APL MOVE SAVE WOUNDS
1 9" 3+ 33
  NAME ATK HIT DMG WR
  Heavy bolter (focused) 5 4+ 4/5 Piercing Crits 1
  Heavy bolter (sweeping) 4 4+ 4/5 Torrent 1", Piercing Crits 1
  Heavy flamer 5 2+ 3/3 Range 8", Torrent 2"
  Heavy stubber (focused) 5 4+ 3/4 Ceaseless
  Heavy stubber (sweeping) 4 4+ 3/4 Torrent 1"
  Multi-laser 5 4+ 2/3 Ceaseless
  Hunter-killer missile 4 4+ 5/7 Limited 1, Piercing 1
  Storm bolter 4 4+ 3/4 Ceaseless

Configurable: select following weapons when taking this vehicle for scenario:

  • Turret: Multi-laser, or Heavy bolter, or Heavy flamer
  • Turret top: nothing, or Storm bolter, or Heavy Stubber
  • Front hull: Heavy bolter or Heavy flamer
  • Top hull: nothing or Hunter-killer missile

Transport: This vehicle can carry 12 ACOLYTE RETINUE operatives. Operatives with Wounds stat of 10 and more count as 2.

Lasgun array: Up to 6 operatives per turning point equipped with lasguns or hot-shot lasguns can Shoot while being embarked into this vehicle. If they do so, measure line of sight from the vehicle's hull.

SUPPRESSING FIRE 1AP

Perform a free Reposition action and a free Shoot action with this vehicle. For that Shoot action, decrease the Hit stat of selected weapon by 1.

DEPLOYMENT VALUE 4
ACOLYTE RETINUE, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, CHIMERA
TAUROX APL MOVE SAVE WOUNDS
1 10" 4+ 30
  NAME ATK HIT DMG WR
  Storm bolter 4 4+ 3/4 Relentless
  Taurox battle cannon 4 4+ 5/7 Blast 2", Piercing Crits 1
  Taurox gatling cannon 5 4+ 3/4 Ceaseless, Torrent 1"
  Twin autocannon 4 4+ 5/6 Balanced, Piercing 1, Rending
  Twin hot-shot volleygun 5 4+ 3/4 Balanced, Piercing 1
Configurable: select following weapons when taking this vehicle for scenario:
  • Turret: Taurox battle cannon or Taurox gatling cannon
  • Front turret: nothing or Storm bolter
  • Port/starboard hull: nothing, Twin autocannon or Twin hot-shot volleygun
Transport: This vehicle can carry 10 ACOLYTE RETINUE operatives. Operatives with Wounds stat of 10 and more count as 2.
Rapid Deployment Ramp: Operatives can embark and disembark this vehicle in a turning point in which it moved.

DEPLOYMENT VALUE 4
ACOLYTE RETINUE, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, TAUROX
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