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ARMOUR

Reactive Armour: 20pts


Vehicles with this upgrade may take a 5+ save against any result rolled on the Vehicle
Damage Table, but lose this save after the first failed result.

WEAPONS

Anti-tank Shells: 10pts


Battle Cannons may be upgraded to fire Anti-tank Shells, as well as their standard shells.
The player must decide each turn which shell the weapon will fire.
Anti-tank Shells have the following profile:
Range Str AP Type
72” 8 2 Heavy 1*
*Anti-tank shells gain an additional D6 when rolling for Armour Penetration

Guided Shells: 30pts


Battle Cannons may be upgraded to fire Guided Shells, as well as their standard shells.
The player must decide each turn which shell the weapon will fire.
Guided Shells have the following profile:
Range Str AP Type
72” 8 3 Heavy 1*
*Guided Shells always strike the top armour of a vehicle. However, they can only be fired at vehicles that
have been laser designated by a friendly SOFLAM, and may never be fired at infantry.

EQUIPMENT

SOFLAM: 5pts
Any vehicle or infantry squad leader may take a SOFLAM as an upgrade/wargear.
The SOFLAM counts as a weapon for the purposes of how many weapons can be fired
per turn.
SOFLAMs have the following profile:
Range Str AP Type
36” n/a n/a Heavy 1*
*Roll To Hit as normal, but don’t roll to wound as SOFLAMs do no damage to a target, instead they allow
any Guided Shells to be fired at the targeted unit without needing Line-of-Sight

Maintenance Systems: 30pts


If a vehicle with this upgrade is Immobilised, at the beginning of each subsequent turn it
may roll a D6, on a roll of 6 the Immobilisation is repaired and the vehicle may move as
normal.

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