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CHARIOTS

Chariots are capable of charging into the midst of enemy units, cutting them down like wheat with their scythed wheels. Most chariots have at least two crew with two creatures pulling the chariot - these creatures are normally horses, but many races of the Warhammer world utilise far more powerful and dangerous beasts. For example, Goblins capture and harness ferocious wolves to their chariots, while Ores favour brutal, snorting warboars, and the chariots of the ruthless Dark Elves are pulled by croaking Cold Ones.

The Chariot Model

A chariot, including its crew and the creatures pulling it, are considered to be a single model in the same way as a powerful character riding a large monster. Chariots can move and fight individually in the same way as character models or large monsters. Each chariot is, in effect, a unit of one model. However, note that spells which move individual models cannot move chariots as this would make them far too powerful.

Chariots have separate characteristics for the chariot itself, the crew, and the creatures pulling it, but some characteristics are not included in the profile as they are never used.

Chariot Units

Some armies, most notably the army of the Tomb Kings, can group several chariots together into a unit. These are treated exactly as cavalry, though they can never gain a rank bonus. If chariots can be grouped into units, this is clearly indicated in the army list.

Any standard carried in a chariot gives its usual benefit in close combat (normal +1 Combat result bonus) and if a banner carried in a chariot is a magic banner, the magical effect of the standard applies as normal.

Moving Chariots

A chariot moves at the same speed as the creatures that are pulling it. Chariots of the Old World are massive, lumbering war machines and can therefore never march, although they double their move when charging in the same way as other models do. When moving a chariot simply measure the distance and move it. There is no need to turn or wheel, though the chariot still has to have a line of sight to any enemy that it is going to charge. In effect, chariots can turn to face any direction without reduction to movement.

Each chariot is pulled by two or more creatures. Their characteristics are listed in the chariot's army list entry as they affect the speed of the chariot and because the creatures fight in the Close Combat phase.

Obstacles & Terrain

Chariots cannot voluntarily move over obstacles or difficult terrain, except to cross a river at a bridge or a ford, that is safe to cross. A chariot compelled to move over terrain it cannot normally move through is likely to be damaged as its wheels strike rocks, its body becomes entangled in undergrowth, or it careens over a wall. If forced by circumstances into difficult terrain or over an obstacle, the chariot sustains D6 S6 hits. Apply these as hits from close combat and all the hits are directed toward the chariot. Chariots sometimes have to cross obstacles or difficult terrain, for example, if they are forced to flee from close combat. Chariots cannot charge over obstacles.

Chariot's Weapon Skill

A chariot does not have a separate Weapon Skill, so when it fights in close combat, the enemy compares his Weapon Skill against that of the chariot's crew. If the chariot has crewmen with different Weapon Skill values then always use the highest.

Shooting at Chariots

When you want to fire at a chariot, treat it like any other unit. One of your units can choose it as a target and must direct all its shooting at it. Roll to hit and to wound against the chariot in the same way as against troops. Any hits scored are targeted towards the chariot as a whole, unless any characters are riding in the chariot (see Characters in Chariots). Some chariots are large targets and you therefore get a +1 to hit bonus when shooting at them. If the chariot is a large target then this is clearly indicated in the army list entry.

Destroyed Chariots & High Strength Hits

Just like any other creature, a chariot can only suffer a certain number of wounds before it is destroyed. Roll to wound as normal, and take any saves that apply as explained below. A chariot has a pool of Wounds which represent the chariot itself, its crew and the creatures pulling it. When a chariot loses its last Wound, remove the whole model from the battlefield.

If a chariot is hit and wounded by an attack which is of Strength 7 or more, it is destroyed automatically with no armour saving throw allowed - even the most strongest chariot can be blown apart if hit by a cannonball!

If a chariot is destroyed, all of its crew are automatically killed. Any characters in the chariot (see below) will suffer a single S5 hit if it is destroyed. If they survive, they may continue to fight on foot. Survivors are placed within 2" of the place where the chariot was. If the chariot was in close combat before it was destroyed, any surviving characters will continue the fight on foot.

Chariot Saves

Most chariots have an armour save, just like troops, to take into account their heavy construction and the protection they offer to their crew. The army list entry clearly indicates the armour save value of each chariot.

Characters in Chariots

Characters can ride chariots in much the same way as large monsters. When shooting at a chariot, the hits are randomised between the character riding the chariot and the chariot itself. Roll a D6: on a roll of 6 the attack hits the character. Work out damage in the normal manner, except that the character either gains a +2 armour save bonus for riding the chariot or can use the armour save value of the chariot, whichever is the highest.

In close combat, enemies can choose whether to attack either the chariot or the character riding it (see overleaf).

Chariot Attacks

Chariots are heavy, lumbering machines, which cause considerable damage when they charge. In addition to this, the crew and steeds pulling the chariot may attack, making a chariot extremely dangerous in combat when it charges.

Impact Hits

When a chariot charges a unit, it causes DG hits with its own Strength. The number of hits is increased by +1 if the chariot is equipped with scythed wheels. These hits are inflicted first, before the close combat begins, and any wounds caused by the charging chariot count towards the combat resolution as normal. Remove any casualties as detailed in the Close Combat section. Like other casualties of close combat, the models killed by the impact hits do not get to fight.

The main danger from a chariot comes during its charge, so it is vitally important that it isn't outmanoeuvred and charged by the enemy. Chariots caught out in this way get no impact hits and are likely to be overwhelmed.

Impact hits against a unit of troops are worked out against the troops rather than against any characters in the unit (including the unit Champion). If a chariot charges against a single character on his own then the impact hits will obviously strike the character, but in other cases it is assumed that the character is canny enough to avoid the crushing chariot.

If a chariot charges another chariot ridden by a character, or a monster ridden by a character, the impact hits are never worked out against the character but rather against his chariot or mount. Crew and creatures pulling the chariot may attack the rider as normal.

Crew Attacks

Chariot crew may fight against enemy in contact with the chariot whether to its front, side or rear. They strike blows in normal Initiative order and attack during a charge, exactly like other warriors. All crew (usually two) fight, including the driver.

Crew and chariots may also shoot any of their missile weapons in the Shooting phase as normal (unless engaged in close combat) though a -1 to hit penalty applies if the chariot moves.

Creature Attacks

The creatures pulling the chariot may fight if they have their own attacks. Giant Wolves, for example, have their own attacks. Due to restrictions of harness and reins, creatures can only attack enemy directly in front of them. Work out attacks in Initiative order, but they will attack first during charges as normal.

Attacking Chariots in Close Combat

You may choose to attack either the chariot (this includes crew and creatures pulling it) or a character riding in it (if present). In the case of characters, the protection of the chariot increases their armour save by +2 or use the chariot's armour save. Otherwise combat against characters in chariots is resolved in the normal manner. Attacks in close combat against the chariot are resolved exactly like they would be for shooting, (except that you roll to hit comparing your Weapon Skill against the highest WS of the chariot crew), and then record any wounds suffered.

Chariot Challenges

A character in a chariot may issue or meet a challenge. He is considered to have stepped down from the chariot and the challenge is worked out as if the character was on foot. Any impact hits from the chariot are worked out against the unit rather than the character, as are the attacks of the creatures pulling the chariot and the rest of the crew; they are not part of the challenge. Only if the enemy character was on his own when the chariot charged are impact hits, crew and creature attacks worked against him.

Flee and Pursuit

Chariots flee and pursue exactly like ordinary troops. If broken in close combat or forced to flee, they move 2D6" or 3D6" depending on their speed. If caught by pursuers, they are destroyed. Similarly, they pursue fleeing enemies at the same rate and will destroy them if caught.

Victory Points

Chariots yield Victory points for each individual chariot destroyed. Calculate Victory points for characters riding chariots separately.

Chariot Upgrades

As indicated in the Warhammer Army books, some chariots can be upgraded as summarised below:

Upgrade Effect
Extra crewman
+1 additional crew attack per extra crewman
Extra steed
+1 additional steed attack per steed
Scythed wheels
+1 to impact hits