Welcome to part 2 of my look at the evolution of the rules for vehicles in 40k. This section will take a look at how the rules for transport vehicles has evolved from 3rd edition through to the 7th edition that is now currently on the tabletop.
Most races in the 40k universe have access to some form of transport vehicle; from the ramshackle trukks of the Orks, to the iconic Rhino of the Space Marines and the sleek and much maligned Wave Serpent of the Eldar. Transport vehicles are an important part of many armies, providing a way to protect troops while enclosed in a quick delivery system to either fire on the enemy at short range or assault your opponent's gun-line.
These vehicles have seen many changes to their rules over the past 17 years. As the balance between the shooting phase and assault phase has evolved over the various editions, these changes frequently come about through modification of the rules for transport vehicles, sometimes leaving assault troops out in the cold with harsh rules regarding these special types of vehicles.
Third Edition (1998-2004)- Rhino Rush
In third edition, the assault phase was king! Assault troops would spill out of their transports, ploughing into the enemy lines and chaining combat after combat, thanks to sweeping advance assaults. Power weapons cut through the toughest of armour while the enemy infantry looked on in dismay, never getting to fire their shiny new lasguns at the foe.
The Basics
In third edition, passengers in a vehicle could embark or disembark within 2" of any part of the vehicle. If the vehicle had already moved, the unit could not move any further in the movement phase and could still disembark if the vehicle had not moved over 12". If the vehicle had not moved before disembarking, the unit could still take its normal 6" move in the movement phase.
Troops could not embark in a vehicle if it had moved over 12", but could embark into a vehicle on their consolidation move after assault if they could all get within 2" of the vehicle.
When embarked in a vehicle, half of the unit could fire from it in the shooting phase. If the vehicle was open-topped, then every member of the unit could fire in the shooting phase. The unit counted as moving and could not fire if the vehicle moved over 12".
If a transport vehicle was destroyed, each passenger would take a wound on a 4+, with armour saves being allowed. When firing Ordnance weapons, a roll of a 6 on the Ordnance penetration table meant that the vehicle was Annihilated; the entire unit of passengers was lost without any saving throws possible.
One of the biggest bonuses of transport vehicles in third edition was that units that had disembarked could assault on the same turn.
Most races in the 40k universe have access to some form of transport vehicle; from the ramshackle trukks of the Orks, to the iconic Rhino of the Space Marines and the sleek and much maligned Wave Serpent of the Eldar. Transport vehicles are an important part of many armies, providing a way to protect troops while enclosed in a quick delivery system to either fire on the enemy at short range or assault your opponent's gun-line.
These vehicles have seen many changes to their rules over the past 17 years. As the balance between the shooting phase and assault phase has evolved over the various editions, these changes frequently come about through modification of the rules for transport vehicles, sometimes leaving assault troops out in the cold with harsh rules regarding these special types of vehicles.
Third Edition (1998-2004)- Rhino Rush
In third edition, the assault phase was king! Assault troops would spill out of their transports, ploughing into the enemy lines and chaining combat after combat, thanks to sweeping advance assaults. Power weapons cut through the toughest of armour while the enemy infantry looked on in dismay, never getting to fire their shiny new lasguns at the foe.
The Basics
In third edition, passengers in a vehicle could embark or disembark within 2" of any part of the vehicle. If the vehicle had already moved, the unit could not move any further in the movement phase and could still disembark if the vehicle had not moved over 12". If the vehicle had not moved before disembarking, the unit could still take its normal 6" move in the movement phase.
Troops could not embark in a vehicle if it had moved over 12", but could embark into a vehicle on their consolidation move after assault if they could all get within 2" of the vehicle.
When embarked in a vehicle, half of the unit could fire from it in the shooting phase. If the vehicle was open-topped, then every member of the unit could fire in the shooting phase. The unit counted as moving and could not fire if the vehicle moved over 12".
If a transport vehicle was destroyed, each passenger would take a wound on a 4+, with armour saves being allowed. When firing Ordnance weapons, a roll of a 6 on the Ordnance penetration table meant that the vehicle was Annihilated; the entire unit of passengers was lost without any saving throws possible.
One of the biggest bonuses of transport vehicles in third edition was that units that had disembarked could assault on the same turn.