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Warhammer Panzer Battles: or Warhammer 20C (Or Warhammer 40K For World War Two)

This document describes special rules for additional characters in wargames set in the Warhammer universe. It outlines different "ace" attributes that can be given to characters at an additional points cost, including ace leaders, scouts, trench-fighters, and snipers. It also describes ace abilities for vehicle commanders, gunners, and drivers. Finally, it discusses rules for medics and how they can ignore failed armor saves for units near them or near an ambulance.

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0% found this document useful (0 votes)
310 views1 page

Warhammer Panzer Battles: or Warhammer 20C (Or Warhammer 40K For World War Two)

This document describes special rules for additional characters in wargames set in the Warhammer universe. It outlines different "ace" attributes that can be given to characters at an additional points cost, including ace leaders, scouts, trench-fighters, and snipers. It also describes ace abilities for vehicle commanders, gunners, and drivers. Finally, it discusses rules for medics and how they can ignore failed armor saves for units near them or near an ambulance.

Uploaded by

donpeppe1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Warhammer Panzer Battles

Or Warhammer 20C
(Or Warhammer 40K for World War Two)
Warhammer is a trademark of Games Workshop Limited. It is used without their permission, however no
challenge to their status is intended.
Additional Characters Special Rules
These characters represent the few unusually talented
soldiers in any army.
Aces are rare. A detachment may only have one character
with each type of ace attribute, although the same
character may have several different ace attributes.
Ace Leader
This leader reads the battlefield like a book. While others
have yet to become aware of the potential of a situation,
the ace leader has already acted.
Any one character may be an ace leader at an additional
cost of +10 points. An ace leader adds +3 to the
movement of any non-vehicle unit that they join.
Ace Scout
Using their long experience, an ace scout picks the best
route through rough terrain.
Any one character may be an ace scout at an additional
cost of +10 points. Any unit an ace scout joins rolls one
additional D6 when crossing difficult terrain and takes
the higher of that roll or their normal difficult terrain roll.
Ace Trench-fighter
This soldier knows how to use cold steel.
Any one character may be an ace trench-fighter at an
additional cost of +10 points. An ace trench fighter adds
+1 to their Weapon Skill (WS) score.
Ace Sniper
A true professional snipe capable of wrecking havoc in
the enemy forces.
Any one sniper may be an ace sniper at an additional cost
of +30 points. An ace sniper may choose the model that
they are shooting at, rather than just the unit.
Ace Vehicle Commander
An ace tank commander has a knack of having a tank in
the right place at the right time.
An ace vehicle commander may command any one
vehicle at an additional cost of +75 points. The vehicle
and any others in its unit count as moving 3 less than
they actually did. Thus a Tiger normally capable of
moving 12 could move 15, counting as moving 12, or
it could move 9, counting as moving 6 and still able to
shoot once, or it could even move 3 and count as
stationary. If the commanders vehicle is damaged or
destroyed, the ace vehicle commander (if they survive)
may dismount as a normal infantry model armed with a
pistol and move to another vehicle.
Ace Vehicle Gunner
A crack gunner makes every shot count, putting each
round into the most vulnerable part of the enemy vehicle.
Any one vehicle may be crewed by an ace vehicle gunner
at an additional cost of +75 points. Add +1 to all Damage
Rolls on vehicles hit by this gunner. If the gunners
vehicle is damaged or destroyed, the ace vehicle gunner
(if they survive) may dismount as a normal infantry
model armed with a pistol and move to another vehicle.
Ace Vehicle Driver
Driving with consummate skill, the ace driver gently
eases the massive bulk of a tank through the worst
terrain with ease.
Any one vehicle may be crewed by an ace vehicle driver
at an additional cost of +50 points. The vehicle re-rolls
any failed difficult terrain rolls. If the drivers vehicle is
damaged or destroyed, the ace vehicle driver (if they
survive) may dismount as a normal infantry model armed
with a pistol and move to another vehicle.
Medics
Most armies may include a medic in their main HQ
choice at an additional cost of +10 points. The medic
allows you to ignore the first failed armour save in a unit
within 12 of the medic's unit.
Any medic with 24" inches of an ambulance allows you
to ignore the first two failed armour saves in any unit or
units within 12" of the medic's unit. Ambulances count as
medium trucks of the appropriate army.

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