Source: Warhammer Fantasy: 8th Edition

Movement (War Machines)
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We assume that a war machine's crew are able to wheel or drag it short distances at a time. The war machine can move using the rules for lone models (see the Movement chapter for more detail). Use the crew's Movement characteristic to determine how far the war machine can move. Remember that all distances are measured from the war machine model itself – move the war machine and then place the crew within 1" of it.

War machines can never charge or march: they're too ponderous for the latter, and the crew too keen for their own survival to attempt the former – and who wouldn't be if armed only with a sponge on a stick?

If charged, a war machine can only choose to hold – even in mortal danger the crew are loathe to abandon their pride and joy. If forced to flee (because of a failed Break test, for example) the war machine is destroyed. In such cases we assume that the crew sabotage their war machine to prevent the enemy making use of it, before fleeing the battle with no intention of returning.

War machines treat all terrain other than open ground and hills as impassable. That said, a war machine is permitted to deploy in a building or terrain, but if it does, it cannot move during the game except to pivot on the spot. It should be noted that this rule is intended to allow players to deploy their war machines in sensible and dramatic locations, such as a cannon in a wood or a mortar on top of a tower. It should not be seen as licence to deploy war machines in absurd locations, such as putting a stone thrower inside a roofed building, for example.

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