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TABLE OF CONTENTS
INTO THE MAELSTROM Chaos Eldar Imperials Necrons Orks Tau Tyranids POINTS TO PONDER Force Size Force Composition Big & Strong vs. Cheap & Cheerful Infantry Holding Actions Firing Arcs Assigning Casualties Vehicles Tactics Countermeasures Rulebreakers Point Values GENERAL RULES Bikes Bikes & Vehicle Upgrades Jet Bikes Jump Packs Mixed Squads Psykers Minor Psyker Powers Vehicle Availability Bikes BATTLE TERRAIN TABLES Agri-World Ash Wastes Death World Ice World FORCE TRAITS CONVERSION GUIDELINES Wargear Weapons Troops Vehicles APPENDIX: ABILITY DESCRIPTIONS 4 4 5 5 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 12 13 13 13 13 13 13 14 14 15 15 17 17 17 18 19 20 21 21 21 22 25 28

CREDITS
Conversions, Writing, Miniature Painting, Photography, Layout, etc. Gurth <gurth@xs4all.nl> http://plastic.dumpshock.com Illustrations Page borders scanned from a VOR: The Maelstrom rulebook, used without permission but also without evil intent. Models and photography by Gurth, except rear tau battlesuit model on p. 9 by Chipeloi.

COPYRIGHTS & TRADEMARKS

This document is copyright 2004 by Gurth <gurth@xs4all.nl>. It may be freely distributed, on the conditions that it is not modified in any way, and that no profit is made off the distribution. Warhammer 40,000 and many other names and titles used in this document are trademarks or registered trademarks of Games Workshop. Original Warhammer 40,000 material is copyright by Games Workhop. VOR: The Maelstrom is a trademark of FASA Corporation. All used without permission; the use of these trademarks in this document should not be seen as a challenge to, or sponsorship of, their trademark status. Go buy the books and the miniaturesyou wont be able to use these conversions without them

Warhammer 40,000 2

Warhammer 40,000 by Games Workshop is probably the biggest miniatures wargame around, with so much available for it that its hard to know where to start. Unfortunately, though the miniatures are cool, the rules are not so hot. They suffer from over-simplification (quite likely to cater for a seemingly ever-younger target audience) as well as from old-fashioned rules and a multitude of different sysems for resolving similar situationsfor example, in some cases you have to roll 1D6 over a certain number, while other rules have you roll 2D6 under a similar number, and so on. Added to this is a major problem with the points cost of the various armies: they are grossly inconsistent. Models of similar power and abilities in different armies can have very different points cost, whereas comparable models with somewhat different abilities might have the exact same cost. VOR: The Maelstrom looks like it was an attempt by the now-defunct FASA Corporation to get a share of the Warhammer 40,000 market. It (obviously) had far fewer miniatures, though not less cool, but it has a lot better rules. Almost everything uses the same mechanic: 1D10 under a number, making the rules easy to remember, as well as giving you a good indicator of your chances. The VOR rules also have a slightly better coverage of the things players might want to have their units do in the game, whereas Warhammer 40,000 gives a blanket This is not allowed statement for many things just a bit too often. More importantly, VOR has a built-in system to calculate point costs for any models you care to use in the game, based on the abilities you assign to them. This gives the possibility of using far more miniatures than those made just for VOR itself. The thing to do, then, is straightforward: convert the Warhammer game statistics to ones usable with VOR, and you can have a much more enjoyable game with your large collection of Warhammer miniatures.

Transmitted: Valtermond Received: Z-273 Date: 3264920.M41 Telepathic Conduct: Astropath-terminus Valenius Author: Adeptus Noel Maximilian Thought for the Day: Happiness is mandatory. A number of disturbing reports have reached me regarding the recent occurrance of unusual kind of warp storms. Warp storms engulfing entire planets have long been known, but the following extract of a report by the captain of the trade vessel Ariola describes a phenomenon not previously documented: We arrived at New Samarkand, a g-class world, without incidents. After the ship had dropped out of warp space, we headed for the second moon to refuel. As we were in a holding pattern some distance from that moon, tendrils of white and greenish energy suddenly lashed out from a point somewhere behind the planet, hidden from our view. I have seen enough warp storms to recognize one forming, but I have never seen it happen so quickly the energy flashes had engulfed the entire planet within a few minutes and soon extended to the first moon as well. While the crew was trying to start the engines so we could get the ship as far from the storm as possible, I watched the planet and the moon become darker everywhere the energy touched it, until both seemed to have been sucked into the warp completely. And then there was nothing there at alljust us and one other ship by the second moon. No warp energy, no planet, no first moon, or anything else ! The crew of the Ariola has been cleansed as a precautionary measure.

3 Warhammer 40,000

INTO THE MAELSTROM


One option which you can take if youre dissatisfied with the Warhammer rules, but dont want to use the Maelstrom for whatever reason, is to keep using the standard Warhammer 40,000 setting and background for your games. For setting up games, use the normal Warhammer rules for force availability, deployment, scenario special rules, and almost everything else. Only where the actual game rules are concerned, such as for movement and combat, would you use the VOR rules. You would have to decide for yourself how to handle some conflicting cases, though. However, it can be much more fun to integrate VORs setting with that of Warhammer. As the Maelstrom moves through space, time and dimensions the way it does, there is no reason to think it cannot have swept through the Warhammer universe at some point, sucking in any worlds and spaceship fleets that happened

to get in its way. Any and all armies could end up in the Maelstrom like this. The great thing about doing this, is that it will let you fight battles not just against the various factions that make up the Warhammer 40,000 universe, but also against anything available in VOReither the forces created by FASA such as the Union, the zykhee or the shard, or anything you can come up with yourself for other miniatures in your collection. The possibilities become that much greater at a stroke. Following are suggestions of the ways the major forces in the Warhammer 40,000 universe might adapt to conditions in the Maelstrom. These are not meant to be the definitive word on the subject; instead, they are intended as a starting point for your own ideas on the subject.

CHAOS

The hordes of Chaos are used to living in a realm separated from the rest of the universe, Comrade Commander, As ordered, a scout party was sent to investigate the newly-arrived planet currently at coordinates 13853.03874.26369. From low orbit it was apparent that heavy fighting was taking place on the surface between a number of different alien factions. In order to obtain samples, a raiding mission was performed in an area where the fighting had only recently subsided. The aliens found by the reconnaissance party consisted primarily of aproximately 20 heavilybuilt, green-skinned humanoids armed with a variety of crude slug-throwing weapons, who attacked our forces on sight. Though some 6 casualties were inflicted upon them in a short firefight, the aliens put up a fierce resistance that forced our reconnaissance party to withdraw to their ship. None of these aliens could be captured, but the party did manage to retrieve the body of another alien species from the ground, apparently killed by the green-skinned aliens. A full report will follow from the regimental xenobiologist, but preliminary investigations show the creature to be a humanoid, bird-like predator armed with a primitive slugthrower and vicious, bladed weapons. In light of the formidable opposition faced by the initial scout team, a reconnaissance in force is recommended to further explore the new planet. Guards Major S.N. Timoshenko, 3rd Guards Rifle Regiment

We was finishin off some krootz in a village, an a coupla boyz said dey saw a bunch o dem jeanstealers comin over. Fore we ad da time to kill all da krootz, I got knocked on da head by a kroot, an den da sky went a weird colour. I tought I was seein fings, from da blow, but all da krootz and a bunch of ma boyz was lookin up at da sky, too. I dunno what it was, but da krootz was so scared dat we killed them easy nough. After dat, we also kicked some jeanstealer ass. Dat night, dere was no starz in da sky at all, and no moon, neither. But da next day, some ship landed an a bunch of yoomans came out. Dey looked like Impirial Guardz, but dey had badges I aint never seen before, wit a kinda alf-moon an an ammer on it. We tried to kill em but one o dem shoot rays from is eyez, and some of dothers sprayed really nasty stuff at us dat melted four o ma boyz inta puddlez. Dey left in deir ship fore we could make em pay for dat. Don ask me why, but I fink dey took one o da ded krootz wit dem. No idee what dey want wit it Kommando Nob Bluegrin, recounting his first encounter with the Neo-Soviet Empire

Warhammer 40,000 4

where strange and terrible things happen without any sane reasons behind them, so they probably will have an easier time in the Maelstrom than most others. However, being in the Maelstrom does have the decided disadvantage of cutting the Chaos legions off from the Chaos gods, which could seriously impair their abilities. On the other hand, they could simply try and make up for it by launching a crusade against the rest of the Maelstroms inhabited worlds.

It would certainly not be unthinkable for a Craftworld, or even more than one, to be drawn into the Maelstrom. The induction could wreak havoc with the Craftworlds biosystem, or even fuse it together with other structures or planets also in the Maelstrom. However, even a partlydestroyed Craftworld would give the eldar living on it a very good base from which to explore and/or conquer parts of the Maelstrom. Dark Eldar Dark eldar should not face many major changes on being drawn into the Maelstrom. They could simply continue their sadistic piracy on anyone foolish enough to come within reach, although they would have trouble retreating to safety after their raids.

ELDAR

Imperium. They most likely would retain this loyalty despite the cut-off from the god-Emperor, which should lead to violent clashes with whatever infidels come across their path. Space marines would perhaps be a little less likely to behave this way than the other two, but not by any degree noticable to the rest of the Maelstrom. A conflict of any of these with the shard would especially be something to watch, pitting two highly xenophobic forces who both believe they have the right on their side against each other. Imperial Guard Most likely to try and establish their own states or powerbase, Imperial Guard units could even attempt to link up with other humans, such as Neo-Soviets or the Union. This (apparent) disloyalty to the Emperor would then give a high chance of conflict with any other Imperial factions pulled into the Maelstrom.

NECRONS

Cut off from the Emperor, Imperials might be an unpredictable factor in the Maelstrom. One or more leaders would probably rise to power (as likely as not claiming to work in the Emperors name) and either try to make the best of a bad situation, or try to exploit it for their own gain. This could easily lead to in-fighting among different Imperial factions, especially between those loyal to the Emperor, and those who are not (or, even more bitterly, between different sides that all claim loyalty). Another factor is that it is likely the Imperials (and, indeed, other races) will mistake the Maelstrom for an inhabitable region of the Warp, and consider its various existing denizens as servants or incarnations of Chaos. Daemonhunters, Space Marines & Witch Hunters These would probably feel the loss of contact with the Emperor most of all, considering that they are among the most loyal forces in the

IMPERIALS

The necrons would quickly become a force to be reckoned with in the Maelstrom, especially if they arrived in force. Since their motives and intentions are already unclear in normal space, there is little reason to suspect they would alter their behavior inside the Maelstrom. Despite their power, the necrons cannot escape from the Maelstrom, thoughnot even with their very high technology and the power of the CTan. (Remember that, according to VOR, the shard were perhaps the most powerful beings ever, and even they have spent several millennia unsuccessfully trying to get out ) As for the shard, they might just consider the necrons a potential allyafter all, like the shard, the necrons gave up wearing flesh aeons ago, and though for widely different reasons, they too harbor a hatred against the living. On the other hand, the essence of a shard may be the perfect nourishment for the Ctan, so if any of those was pulled into the Maelstrom together with their necron servants, the shard might soon have yet another enemy.

ORKS

Little would probably change as far as orks are concernedalthough the surroundings might be different from what theyre used to, the multitude of worlds within easy reach would simply give orks that many more opponents to fight, and planets to seed with their spores.

5 Warhammer 40,000

Since orks have this ability to spread very quickly from world to world, they could be found throughout the Maelstrom within a short time of arriving there, giving many opportunities for games pitting them against all sorts of other opponents.

For tyranids, the main difference with normal conditions is that there is no warp for the hive fleets to go into once a planet has been stripped. Instead, any hive fleet swallowed into the Maelstrom would be forced to remain in normal space, so the hive ships themTAU selves can come Given their efforts under attack. The to further the cause upside of the situaof the Greater Good, tion is that other the tau would likely resource-rich worlds continue on their norare within easy reach, mal course in the with no need to travel Maelstrom. If any for extended periods On their first encounter with the Neo-Soviet Empire, an ork mob make the mistake of letting some chem grunts force is likely to try to reach them. get near enough to use their chem sprayers and co-operate with On the other hand, others, it would be if a (relatively) small the tau, leading to all force of tyranids were sorts of possible alliances between players of tau to be drawn into the Maelstrom without its hive and of other forces. ships, it could have many more problems simply surviving. However, they would likely be able to Kroot spread to other worlds by taking over other The kroot, being mercenaries, can easily species ships that visit tyranid-infested world. decide to find other employers in the Maelstromas, in fact, they already do in the normal Warhammer setting as well.
Received by: UAF Intel Corps listening post LP-56T Decoded: 04:29:26 CST, November 27, 2119 Time/Date: 17:09:38 CST, November 25, 2119 Translated: 13:06:33 CST, December 1, 2119 We are sending this message in the hope that it will be able to penetrate the galactic storm which engulfed our ship approximately 4 rotaa ago and caused severe damage. It has taken most of this time to just get the communications array working again; the ether drive is still inoperative although normal engines work at half power. The storm has deposited our ship an unknown distance and vector from our last-determined coordinates. We appear to be in a part of space within the storm, with many planets and other structures orbiting an unknown star-like object. Several planets appear to be inhabited, but contact will be avoided until repai Message cut off; a shard vessel was observed in the area 06:19 minutes after transmission ended.

TYRANIDS

We are sending this message in the hope that it will be able to penetrate the galactic storm which engulfed our ship approximately 4 rotaa ago and caused severe damage It has taken most of this time to just get the communications array working again the ether drive is still inoperative although normal engines work at half power The storm has deposited our ship an unknown distance and vector from our last determined coordinates We appear to be in a part of space within the storm with many planets and other structures orbiting an unknown starlike object Several planets appear to be inhabited but contact will be avoided until repai

Warhammer 40,000 6

POINTS TO PONDER
The first, and most important thing, to remember when reading through the conversions, is that you should not look at the point values given for the units here, and have a fit about how expensive they are. Yes, an eldar Guardian costs 24 points, rather than the 8 you are used to. However, this does not mean they have become three times as expensiveit means a Guardian costs 24 points when used with VOR: The Maelstrom rules, and this has really no bearing at all on their cost in Warhammer 40,000, or vice-versa. If you need an analogy, think of money: one US dollar is worth something like 1.25 at the time of writing; that doesnt mean that when you buy something in most of the European Union, you pay one and a quarter times more than what you would pay in the United States. Rather, it means that the same value is displayed in a different way. (Yeah, this ignores price differences between countriesI never said the analogy was completely accurate ) However, there are differences. Necrons, for example, are relatively more expensive in VOR than they are in Warhammer, for the simple reason that VORs point value calculation system says they should be. On the other hand, whereas a eldar Guardian in VOR costs about three times as many points as it does in Warhammer (in absolute terms, that is) an ork shoota boy only costs about two times as much, again because the calculation method makes them come out that way. This does mean that you can field oneand-a-half times as many orks against a given number of eldar as you could in Warhammer. However, keep in mind that the VOR point values are calculated, whereas those in Warhammer are guestimated (or at least, I get the strong impression that they are), so the two sides should still be balancedor perhaps more balanced than in Warhammer

with similar numbers of troops as youre used to playing with in Warhammer games, but youll probably discover that the VOR game will take much longer to finish. This is mostly because you get to control each model individually, instead of having them move and shoot as whole units, and that takes a lot more timeso its often a good idea to keep your forces fairly small. In fact, the contents of a Warhammer 40,000 Battleforce box (which are intended as starter sets to be built on to get a full-size army, and so is only enough for a small Warhammer game) is probably more than enough to fight a typically-sized VOR battle and have some models to spare. An Example On this page and the next, the boxes show a comparison of two 750-point ork forces. This number has been chosen because it gives playable games in both systems, but also serves well to illustrate the difference in how much you actually get per point. The two lists were made by first setting up 750 points in Warhammer, and then taking away models to arrive at a 750-point VOR force. As you can see by comparing the two, in VOR this

WARHAMMER

FORCE SIZE
All this has a direct bearing on the size of the game. In a typical VOR battle you will have fewer models on the table than a regular Warhammer 40,000 battle, which to a certain degree is because the two games use similar points limits (in absolute values rather than relative ones) for scenarios. You could, of course, field VOR forces

6 Ard boyz ................................612 = 72 1 With burna ......................................18 1 Nob (frag stikkbombz) ....................29 28 Gretchin ................................283 = 84 1 Slaver (attack squig) ........................14 1 Looted Land Raider (armour plates, big grabber, searchlight & turbo boosta) 271 15 Slugga boyz ........................149 = 126 2 With big shoota ................217 = 34 1 With rokkit launcha..........................14 1 Warboss (bosspole, choppa, eavy armour, iron gob, kombi-weapon: shoota/skorcha & krak stikkbombz) ....88 Total ......................................................750

7 Warhammer 40,000

VOR

hammer 40,000 universe, you should stick to those chartsbut because these conversions dont differentiate between troops types, youll need to refer to the various Codex books to determine what slot a given unit falls into. Nothing here is different from a regular Warhammer 40,000 game. In the Maelstrom On the other hand, if you want to set your games inside the Maelstrom, with Warhammer units that have been swallowed up and are now battling against its other denizens, you can disregard the force organization charts (unless, of course, you want to use them; they can make battles more challenging by limiting your choice of units, for example). If you want, this can easily be explained by only partial units having been pulled into the Maelstrom, so that they cannot field complete battle forces in the way they would otherwise have done. The good thing about this method is that it allows you to put together forces that would be illegal in a Warhammer game, such as one without a headquarters unit, or even one consisting almost exclusively of heavy support troops. (However, you may want to read on if you really think thats a good move.)

6 Ard boyz ..............................631 = 186 1 With burna ......................................37 1 Nob (frag stikkbombz) ....................58 20 Gretchin ..............................205 = 100 1 Slaver ..............................................23 8 Slugga boyz ..........................823 = 184 1 With big shoota ..............................31 1 With rokkit launcha..........................36 1 Warboss (bosspole, choppa, eavy armour, iron gob, kombi-weapon: shoota/skorcha & krak stikkbombz) ..100 Total ......................................................750

force has quite a few less models than the same value does in Warhammer: the gretchin mob has lost over a quarter of its members, the slugga boyz mob is only half the size, and the looted Land Raider cant be deployed at all. However, as has been mentioned before, you should keep in mind that a 750-point game in VOR will take much longer to play than a 750point game in Warhammer 40,000, which means you dont get less game for your points, as it were. Broadly speaking, if you halve the number of Warhammer points that youre used to deploying for a certain game length, youll get a VOR game that lasts about the same time. In other words, if you find that a 1,000-point game of Warhammer fills an evening nicely, a 500point VOR game will probably finish in about the same time.

FORCE COMPOSITION
Warhammer is fairly strict about which units you can field in a game, by the use of the force composition charts for the various types of scenario (see p. 130, Warhammer 40,000 rulebook). If you decide to set your games in the War-

As the VOR Rulebook already indicates, it is often better to have lots of simple troops that you can field cheaply, than to invest in big, powerful units of which you can put only a few onto the table. The reason is mostly because more troops equals more shots to be fired in a turn, which means more hits on the targetand if you deal out enough hits, you will inevitably start causing damage. To an extent, this is also true in Warhammer 40,000, but an important difference, which may come as a bit of a shock if youre used to that game, is that in VOR, everyone can be dangerous to everyone elsebecause rolling a 1 on the to hit roll means the target gets no Armor Test. Simple troops with poor stats and low-powered weapons can therefore kill the toughest opponents, even if by no other means than lucky hits followed by poor defensive dice rolls. Whereas in Warhammer, if youre unlucky
And lets face it, you know itll be much more fun seeing exactly how dead a pack of growlers can make a squad of terminators, than seeing those same terminators kill everything in sight. Again

BIG & STRONG vs. CHEAP & CHEERFUL

Warhammer 40,000 8

enough to have only weapons with high (that is, poor) AP ratings, then those 3+ and especially 2+ saves are going to negate your hits pretty much all the time. A Case in Point One of the first games played to test these conversions was a fairly small battle of tau against orks, in which the tau force consisted of a shaso commander with one bodyguard plus a squad of a dozen fire warriors, while the orks fielded about twenty gretchin, a similar number of slugga boyz and eight ard boyz. The different strategies of the players should be obvious: one went for a few hard-hitting models with lots of options, the other took the expendable approach to warfare. The orks took quite a beating from the taus accurate fire before they got close enough to shoot back, to such an extent that the ard boyz were only really useful to draw fire away from the others, instead of being the shock troops you might expect them to be. As such, it was the gretchin who won the battle for the orks: although their fire usually missed, the sheer volume of it was enough to score several hits, including a few critical ones. Those last ones were what mainly did the bodyguard in, because even though he had a very good Armor Rating that shrugged off most of the gretchins fire, this obviously didnt help when he wasnt allowed to use it in the first place. Bad luck on a few Body Tests did the restwhich follows the same logic as the gretchins fire: if you have to make

enough rolls, you will fail some of them. Conversely, the tau player found out that although his battlesuits carried long-range weaponry that could take down strong opponents, and his fire warriors were good shots, most of them fired only once per turn. This meant he could only get rid of a few orks or gretchin at a time, and not kill nearly enough before they came so close as to use their shootas and blastas to full effect. In retrospect, it is obvious that he should have equipped his battlesuits with weapons that used templates and/or had more than one use per turn. And so, within two or three turns of the start of shooting between the two, the little anklebiters, armed with just about the worst guns in the whole game, managed to destroy a powerful tau battlesuit bodyguard. Although half the gretchin had been killed in the same time, they and the slugga boyz had started doing the same to the commander by the end of the game a few turns later. In Warhammer, killing the battlesuit with its save of 3+ would have been very much more difficult for the gretchin, if for no other reason than because it would always have had the armour save, which would then have succeeded nearly every time. The moral of this story is that it usually pays off to spend points on cannonfodder, rather than on big guns, even if the latter are more glamorous. (This is true in VOR in general, not just when using converted Warhammer 40,000 troops, by the way.) The second thing to learn is that, if your opponent fields lots of cheap troops, you will need weapons with blast markers, splash templates, full-auto capability, and/or two or more uses per turn, to let you wipe out multiple enemy models for each activation of one of your own.

INFANTRY
For the most part, infantry tactics arent much different between the two systems. There are some things that you will want to be aware of, though.

HOLDING ACTIONS
These tau Crisis suits, though far more powerful than the gretchin rushing them, could be in real trouble if the gretchin open fire en masse.

An unknown concept in the current edition of Warhammer, in VOR you can have your troops hold their actions. This allows you to wait for the enemy to come to you, and only then open fire. It is not of much use if you have most of your

9 Warhammer 40,000

grunts get killed, units exposed to while the squad enemy fire, so get leaders, guys with as many of them as special weapons, you can in positions and other better where the enemy types get to hang cannot see them, on until the bitter and then simply end. wait. Eventually, an In VOR, you enemy model will dont have this luxhave to round a ury: the attacker corner into your chooses who to fire field of fire; and at, so if a model is your troopers with attacked, it is the held actions can one that can get open up on it right killed. You also away. arent allowed to The other side of These three ork boyz have held actions, but are facing the move templates this is that you wrong way to do anything against the Union infantry attackaround so as to should not charge ing them from behind, because they are outside the boyz fircover non-imporblindly at an enemy ing arcs (indicated by the dashed and dotted lines). tant models with who keeps lots of them instead of the troops in cover and special ones. each turn declares As a result, if youre careless with where you that they hold their actions. Try to find approachput your squad leaders or heavy weapon troopes that are not covered by the models firing arcs ers, youll find them getting picked off in rapid instead, so that you can attack them from order. By cleverly placing your models, though, behind. Using jump pack troops to move over you can try to avoid this. The main thing to impassable terrain can be a handy tactic here. remember is that in VOR, a model may not attack an enemy more than 12 inches away, if FIRING ARCS there are other enemies within that distance. Another important difference with One tactic, therefore, to keep important figures Warhammer is that models in VOR cannot fire in in a squad alive, is to put them at the back and all directions. They are limited to their front 180 more than 12 away from the enemy if you can firing arc (as explained on page 81 of the VOR Rulebook), so you will need to pay attention to your models facing. Leaving them facing any which way (as some Warhammer players habitually do) is a good way to leave big holes for your enemy to 12 exploit.

ASSIGNING CASUALTIES

In Warhammer, when a unit takes casualties, the defender gets to choose which models to removeso the usual outcome is that only the basic

Despite towering over the tiny pups, this Razorback bull is safe from the necrons because he is further than 12 inches from them, while the pups are not: the necrons will have to shoot at the front pups until the bull gets a bit closer.

Warhammer 40,000 10

help it. By putting some unimportant models closer than 12 to the enemy, your opponent will have to kill those models before being allowed to fire at your VIPs. This may be another good reason to invest in at least some cheap models, especially if your force includes some that have high Armor Rating and/or Body: a few small squads of these can serve as an effective screen for your more important units. Obviously, this does have the drawback that it may put the important model too far away from the enemy to return fire on them, or you might find that the blocking models also block LOS to that same enemy.

ment carefully, you can probably take a path through the squad that will let you hit as many of its models as possible. Light vehicles are good for this, because they have many MP and can make an unlimited number of turns, but medium or heavy vehicles will outright kill almost anything they hit. If you wipe out enough of the enemy squad this way, theyll be forced to make a Morale Test and, if they fail, they may flee anywaythe equivalent of tank shock after all! Learning This the Hard Way The effectiveness of this simple tactic was proven in another test game, again of orks vs. tau: a wartrak drove through a squad of about ten fire warriors, making several turns so that it

VEHICLES
A strange result of the conversion guidelines is that the converted vehicles are often weaker than foot troops, especially in their Armor Ratings. This is because an attempt was made to accurately convert the chance of a vehicle taking damagewhich, it turned out, is very often easier in Warhammer than wounding a soldier. As such, converted Warhammer vehicles frequently have high Body ratings, but at the same time pitifully low Armor Ratings. The combination of the two, though, means the likelihood of one being taken out by a shot is roughly the same in either game.

With its 24 MP the ork wartrak can make the move shown by the arrows, poten, tially running over nine of the eleven tau Fire warriors.

Further beware that some vehicle tactics that work in Warhammer wont work in VOR. Shooting wont be much different, but you cannot use tank shock to force an enemy unit to breaknor can you always try to have a squad that is being overrun by a vehicle try to destroy that vehicle. Instead of tank-shocking a unit, try to ram its models as per Vehicle Collisions on page 90 of the VOR Rulebook. If you use a vehicle that has lots of MP to spend and plan your move-

TACTICS

could move in a zig-zag pattern through the squad in order to most effectively crush the tau under its tracks. Costing no more than some 15 MP out of the wartraks 24, this nonetheless resulted in about three quarters of the tau being hit, and roughly half the squad getting killed. They then failed their Morale Test and got pushed back, after which they could be wiped out fairly easily by a mob of ard boyz. The lesson to be learned here is that even a light vehicle is not something you want to come close enough to run you over. Also, keep your troops spaced out to force the vehicle to spend more MP to run you over.

11 Warhammer 40,000

To prevent vehicles from doing this, if you are looking for an equivalent to the Death or Glory! rule, you will need to have models hold their action (p. 76, VOR Rulebook). These do not need to be in the unit that is in danger of being overrun by a vehicle, but they should at least have LOS to the vehicles most likely path. Then, if the vehicle gets too close to a unit for comfort, you can activate one of the models with a held action and attack the vehicle; if it is not destroyed, activate another model, and so on until you either kill it, or run out of models with held actions. You may want to do this before the vehicle gets too close, though, else if you succeed in blowing it up by rolling 11 or more on the Vehicle Damage Table, it may still hurt your squad.

COUNTERMEASURES

POINT VALUES
The point values for all models were calculatedas much as possibleusing the custom force creation rules in the VOR Rulebook. However, it should be noted that this makes models much more expensive than most equivalent troops from official VOR forcebooks. For this reason, it is advised that you play several games with the PVs shown in the forcelists of your choice, and then adjust them as you and your opponents feel is necessary. Likely, if you only play battles between Warhammer 40,000 forces, few adjustments will be needed, but if one player uses a Warhammer force and another a FASA-published one, the Warhammer force will probably turn out to cost too much in comparison. Since much of all this depends on the particular situation you and your opponents find yourself in, the PVs shown in the forcelists are the as-calculated ones, which you can adjust as needed to make the game fair and balanced for all players. There are two ways to do this. One is to adjust all models PVs by a certain amountfor example, reducing them by 10% or 15%. This has the disadvantage that you will need to calculate the new PV for each and every model, option and piece of equipment in the force, though. Another problem is in rounding off: if you round fractions up, some models will be overpriced still, while if you round down some may be just that bit too cheap. An easier way is to adjust the agreed PV limit for each battle, instead of the models costs. For instance, if your group has found that eldar should cost 10% less than they do in the forcelist, then if you are going to play a 1,000-PV battle, eldar could be allowed to pick 1,100 PV worth of troops. The down side of this is if you play against many different forces, for example in a large gaming group or club. You would have to keep track of the PV adjustments needed for each force, and adjust the battle PV accordingly for one or both sides every time.

RULEBREAKERS
Some converted Warhammer troops break the VOR rules, usually by necessity. For example, the custom force creation rules do not allow Armor Ratings in VOR to go over 6, but accurately-converted terminators need to have an AR of 8for the simple reason that statistics says that rolling 8 or less is the closest you can get on 1D10 to the chance of rolling 2 or higher on 1D6 (see Armor Rating on page 24). The choice in these cases was to either tone down abilities, or to break the rules in order to make the conversion accurate. Usually, the latter option was taken, except in cases where the result broke the rules a little too much. There are also some cases where the VOR rules for a unit are not really the same as the Warhammer ones. This is mostly a problem in areas where Warhammer uses concepts that do not exist in VOR, so either a reasonable alternative had to be found, or the rules had to be simply ignored. Pinning is a good example of the former: models cannot be pinned in VOR, but they can be knocked down. So in most cases, pinning (or immunity to it) was translated as knockdown. An example of the second case is the Land Raiders Deus Ex Machina (or Machine Spirit): this can operate the vehicle when its crew is stunned or otherwise incapacitated. However, since VORs vehicle damage rules do not consider the crews condition, it turned out that the Machine Spirit really had no equivalent in VOR, and no good alternative for it could be found, either.

Warhammer 40,000 12

GENERAL RULES
These are rules that apply to many different models, so rather than repeating them for every one of them, they have been included here for convenience. Rules in dark blue, both in this book and in the various forcelists, only apply to games set in the Maelstrom; do not use them in games taking place in the regular Warhammer 40,000 universe. Conversely, rules in dark red should not be used in games set inside the Maelstrom.

travelled in the current turn, or 6 inches, whichever is lower; the bike cannot move over obstacles higher than this. For example, if a jet bike has moved 3, it can only go over terrain features of 3 in height or less, but if it has moved 8, the maximum obstacle height it can cross is 6. Also, a jet bike, like a model with jump pack (see below), is only airborne while it moves, and must make a Damage Test whenever it lands in terrain that is not Open.

JUMP PACKS
A jump pack-equipped model is considered a flying vehicle during its movement, and pays only 1 MP per inch moved regardless of the underlying terrain. Jump packs have the same altitude restrictions as jet bikes (see above). Models with jump packs are only airborne during their movement, and only as long as they move in a (more or less) straight line. Any major change in direction midway during movement should be seen as the model landing, re-orienting itself, and jumping on. This is important, because every time a model with a jump pack lands in other than open terrain, it must check to see if it gets tangled up and damaged. This takes the form of a Damage Test, using a Power corresponding to the terrain type per the Jump Pack table. The model may not may an Armor Test to avoid this damageeven if it has an ability that allows it to make Armor Tests against any damage. Unless otherwise indicated, jump packequipped models may at any time choose to walk rather than fly, but must pay the normal terrain MP cost.

BIKES
Although bikes use vehicle statistics in VOR (light wheeled or light flyer, usually), they are treated as a kind of hybrid between vehicles and infantry models. As a result, bikes have Brains and Guts statistics, just like infantry, but also need to pay MP to make turns, as vehicles do. Since they have Brains and Guts, bikes need to make Tests with these statistics whenever the rules say an infantry model has to make themunlike other vehicles, bikes do not automatically pass any Brains and Guts Tests asked of them. As such, bikers can and will have to make Morale Tests for any of the normal reasons, with all the consequences that failing one has. Furthermore, bikers can make true melee attacks in addition to colliding with other models: a bike may make a melee attack against any model which dodges it, or with which it collides (after resolving the collision), by spending a base of 3 MP per attack, modified by the MP Cost of the attack or weapon being used (even though vehicles do not normally need to expend MP to make attacks, bikers do).

Bikes cannot be equipped with vehicle upgrades, unless their descriptions specifically say otherwise. If the biker is allowed normal upgrades (for example, taking equipment from the Armoury for its force), weapons are limited to single-handed ones only. For example, a dark eldar Reaver succubus may not take two-handed weapons from the dark eldar armoury.

BIKES & VEHICLE UPGRADES

Terrain Type Open Broken Hazardous Impassable

JUMP PACK TABLE

Power 0 3 6

MIXED SQUADS
Some squads that normally consist of models representing infantry may be joined by a vehicle, usually a transport. In such a case, the vehicle must adhere to squad coherency using the 6 coherency for vehicle units, rather than the nor-

A jet bike is considered to be a distance above the ground equal to the distance it has already

JET BIKES

13 Warhammer 40,000

mal 3 for infantry. For example, if a squad of space marines takes a Rhino as one of its options, as long as the Rhino stays within 6 of one of the space marines, squad coherency is satisfied.

PSYKERS
Some additions are needed to make psykers work properly under VOR rules. In the Warhammer 40,000 Setting Whenever a psyker uses a psychic power, he must roll a Brains Test to make it work properly. Failing the Brains Test means the power does not do anything worth noting, while a critical miss (a roll of 10) indicates a warp creature attacking the model, hitting automatically to cause [Power: 1D6, AM: no test (not even for models that can always make an Armor Test)] to the psyker. In the Maelstrom Because of the fact that there is no warp to cause havoc with psychic abilities, psykers in a battle set in the VOR universe do not suffer an attack by a warp creature if they critically fail the Brains Test. Instead, they suffer the same effects as a critically failed melee or ranged attack: the models activation is ended immediately, regardless of any remaining MP it may have. Additionally, the psyker cannot use any psychic powers during his next activation.

Enhancements 1 No Useable Power (0 PV). 2 Iron Fist (+1 PV): After making a successful Brains Test, the psyker gains +1 Power until the end of his current activation [MPC: 3, Uses/Turn: 1] 3 Warp Shifting (+3 PV): All melee attacks on the psyker suffer a 3 CC modifier until the psykers next activation after a successful Brains Test. [MPC: 5, Uses/Turn: 1] 4 Shield (+2 PV): A successful Brains Test gives the psyker +1 Armor Rating [MPC: 3, Uses/Turn: 1] 5 Blessing of the Machine God (+5 PV): Before rolling a Brains Test, choose one of the psykers weapons (not other devices or abilities that allow him to make attacks). If successful, when an attack with one of the psykers ranged weapons fails (except on a 10), the psyker may re-roll the die; the second roll must be used. This power lasts until the end of the psykers current activation. [MPC: 4, Uses/Turn: 2] 6 Iron Arm (+10 PV): Gives the psyker an [MPC: +3, Power: POW+4, AM: No test] melee attack until the end of his current activation, if he makes a successful Brains Test. [MPC: 3, Uses/Turn: 1] Movement 1 Supernaturally Quick (+2 PV): The psyker gains +2 MP for the rest of his current activation by making a successful Brains Test. Note that, since this power costs 1 MP to use, a successful Brains Test only actually gains the psyker a total of 1 MP. [MPC: 1, Uses/Turn: 1] 2 Tangle (+5 PV): Pick an enemy squad (but not a vehicle) with a member within 12 of the psyker. If the psykers Brains Test succeeds, the squad must pay +1 MP per inch moved on its next activation. [MPC: 3, Uses/Turn: 1] 3 Fleetfoot (+12 PV): After a successful Brains Test, one squad that has at least one member within 12 of the psyker may move with Fleet of Foot. The squad may not spend MP for anything during its current activation except movement and making melee attacksno models in the squad may make ranged attacks, aim, hold an action, enter vehicles (though they can exit them), or use abilities that cost MP (unless the ability represents movement or a melee attack). However, each model in the squad gets 1D6 extra MP for its activation in the current turn, which can be spent for movement at the normal terrain MP

As explained in Chapter Approved, psykers can have minor powers in addition to whatever main abilities they have. Selecting Minor Psyker Powers To decide which power(s) a model has, first choose the category (Enhancements, Movement, Telekinetic, Temporal or WIll) and then roll 1D6 on the appropriate table; the PV shown is added to the models. Note that the die must be rolled where the other players can see it, and you must take whatever power you rollunless you roll one the model already has, in which case you should re-roll until you get one that it does not have yet. (And for completeness, No usable power does not allow a re-roll if you already rolled it once before ) A model may have any number of psychic powers, but you must decide before you roll for the first one how many powers the model is to have. It is not allowed to make another roll just because you only got useless powers.

MINOR PSYKER POWERS

Warhammer 40,000 14

costs. If this power is used on a model that already has the Fleet of Foot ability, it may reroll the D6; the second roll must be used. [MPC: 5, Uses/Turn: 1] 4 Leap (+6 PV): If his Brains Test succeeds, the psyker may move as if equipped with a jump pack (p. 13) for the rest of his current activation. [MPC: 4, Uses/Turn: 1] 5 Read Minds (+5 PV): This power must be used at the start of the game, during the deployment phase. If the psyker rolls a successful Brains Test, one unit in the psykers force may be deployed last, even after units that normally deploy after everyone else has set up. [Uses/Game: 1] 6 Relentless (+10 PV): After successfully making a Brains Test, choose one squad with a member within 6 of the psyker. This squad gains [Uses/Turn: +1] on all its ranged attacks. [MPC: 8, Uses/Turn: 1] Telekinetic 1 No Useable Power (0 PV). 2 Thunderclap (+6 PV): By making a successful Brains Test, all models within the blast radius must make a knockdown test. The thunderclap causes no actual damage. [MPC: 3, Uses/Turn: 1, Range: S 12/, M /, L /, Mode: blast radius 1] 3 Force Bubble (+6 PV): After a successful Brains Test, the psykers Armor Rating becomes 8 until his next activation. [MPC: 5, Uses/Turn: 1] 4 Protect (+10 PV): If the psyker succeeds at a Brains Test, one squad that does not have any vehicles, but has at least one member within 12 of the psyker gains the ability to always make an Armor Test, even against attacks that normally do not allow one. The attacks AM remains unaffected. [MPC: 5, Uses/Turn: 1] 5 Holocaust (+8 PV): On a successful Brains Test, the blast template is centered on the psyker and can cause damage any model under the template. If the Brains Test fails (not just on a 10), the psykers Lifeforce is automatically reduced by 1. [MPC: 4, Uses/Turn: 1, Range: S 0/, M /, L /, Mode: blast radius 2] 6 Flamewall (+8 PV): With a successful Brains Test, place a piece of scenery representing a wall of flame on the battlefield, so that it is entirely within 12 of the psyker. The flamewall has a maximum size of 1 wide, 4 long and 3 high. For movement, the flamewall counts as whatever terrain is underneath it, but all models moving through it take

[Power: 4, AM: 2] damage once per turn. If line of sight to a model is drawn through the flamewall, the model is considered in soft cover even if it is further than 1 away from the flamewall. The wall lasts until the start of the psykers next activation, but will immediately disappear if the psyker uses another power before that time. Temporal 1 No Usable Power (0 PV). 2 Slow Time (+9 PV): By making a successful Brains Test, the psyker can prevent enemy models from receiving a charge made by the psyker during his current activation. Any enemy models with held actions who are charged by the psyker may not make a free melee attack (p. 86, VOR Rulebook). [MPC: 2, Uses/Turn: 1] 3 Healing (+25 PV): The psyker may attempt to save wounded or killed models. Any model reduced to 0 Lifeforce may be left on the table even though they are killed, because the psyker may come and patch them up; remove them at the end of the players next turn. (Obviously, these models may not do anything during that time.) The psyker cannot repair vehicles, but must otherwise move to within 2 of the model, and spend 5 MP to make a Brains test. If the test succeeds, the damaged model regains 1 point of Lifeforce (it cannot go over its base Lifeforce statistic, though). A failed test has no effect: a dead model remains dead, and is removed from play immediately. A roll of 10 means the model takes 1 point of damage, without a chance to roll against it; if this kills the model, remove it from play immediately. [MPC: 5, Uses/Turn: 2] 4 Stasis Shell (+ PV): After a successful Brains Test, one squad with a member within 6 of the psyker is put into stasis until its activation in the next turn; the squad may not have been activated in the current turn yet. While in stasis, the squad may not be activated, but it can also not be attacked or affected by abilities in any way. If the battle ends before the unit comes out of stasis, it does not count for Glory Points, and is also disregarded when determining if the victory conditions in a scenario are met. [MPC: 6, Uses/Turn: 1] 5 Warp Time (+14 PV): As Fleetfoot (p. 14), but this power may only be used on the psyker himself. Additionally, it gives the psyker 2D6 extra MP instead of 1D6. [MPC: 5, Uses/Turn: 1]

15 Warhammer 40,000

6 Temporal Distort (+20 PV): At the start of each turn, just before rolling for initiative (p. 75, VOR Rulebook), the psyker may make a Brains Test. If this succeeds, the psykers player gains a +3 modifier to his or her initiative roll, but if the Brains Test fails, the player is considered to have rolled lowest of all the players in the game. [Uses/Turn: 1]

failed, the squad must make an immediate roll on the Panic Table (p. 88, VOR Rulebook). [MPC: 3, Uses/Turn: 1]

VEHICLE AVAILABILITY
Although the Warhammer rules do not normally restrict the use of vehicles, VOR does for most forces that can deploy vehicles. Because of this, it is recommended to use the optional rule that all Warhammer 40,000 forces are restricted in the same way: for every full 500 PV the force is worth, it can have one vehicle (this 500 PV includes the vehicles point value). That is, a force of 0 to 499 PV may have no vehicles, a 500 to 999 PV force may have one, a force of 1,000 to 1,499 PV can have two vehicles, and so on.

WIll 1 No Usable Power (0 PV). 2 Sense Minds (+7 PV): For the whole game, without the need to make a Brains Test, the psyker can detect models that have some or another ability to hide, such as always counting as being in cover, chameleon abilities, and so on (examples are eldar rangers or tau XV15 Stealth teams). The psyker may spend 2 MP to roll 4D6; he can attack all such hidden models within a number of inches equal to the roll as if they did not have their special ability to remain concealed. [MPC: 2] 3 Inspire (1 PV): After rolling a successful Brains Test, the psyker gains +1 Guts until his next activation. [MPC: 2, Uses/Turn: 1] 4 Cause Fear (+2 PV): A successful Brains Test allows the psyker to choose a squad with a member within 12 of the psyker. This squad suffers a 1 modifier to all its Guts Tests until the A rare sight in the Maelstrom: a band of ork speed freeks mount their vehiend of its next activation. cles as they prepare for another raid. [MPC: 4, Uses/Turn: 1] 5 Battle Fury (+2 PV): Choose a squad with a member within 6 of the psyker, that does BIKES not include vehicles. The whole squad gains Bikes form an exception to this: also as an +1 CC until the end of its next activation if optional rule, a force may have one bike for the psyker succeeds at a Brains Test, but if this every full 250 PV it is worth. This counts against Test fails, the squad suffers 1 CC instead. the same limit as other vehicles, except that each [MPC: 4, Uses/Turn: 1] bike is considered equivalent to two other vehi6 Glory (+10 PV): On a successful Brains Test, cles. Thus, a 750 to 999 PV force could have one squad with at least one member within three bikes, or one bike and one other vehicle. 6 of the psyker automatically succeeds at any Morale Test it is required to make, until the end of its next activation. If the Brains Test

Warhammer 40,000 16

BATTLE TERRAIN TABLES


The Warhammer 40,000 rules give a number of terrain generation tables, most entries of which can be used more or less as they are in a VOR game. To change them to VOR conventions and game rules, however, here are some slightly modified versions of them. See pages 97-98 of the VOR Rulebook for guidelines on how to use the following tables, and also page 78 for rules on the effects of terrain on movement. Refer to the page of the Warhammer 40,000 rulebook indicated at the start of each table for information such as the main features that should be present on the battlefield for each entry; the following pages only give VOR game rules where needed. If no real change to the battle terrain is needed, there will be no text following the header at all. Unless otherwise indicated, all terrain pieces should be placed in random locations (see Determining a Random Spot on the Board, p. 98, VOR Rulebook).

the same side as the one on which it enters the table. Add bridges as desired, though there must be at least one point where it can be crossed by ground units (if no bridge model is available, nominate a stretch of river, between 6 and 12 long in the center as a fordable area). The water is treated as Hazardous terrain, so troops can cross it at 3 MP per inch, but wheeled or tracked vehicles cannot. Fords are Broken terrain, though wheeled vehicles can cross them as well. Any model that can fly can cross the river or lake anywhere it likes. Models that must land (such as troops with jump-packs, jetbikes, etc.) may not end their movement above the water; if they do, they are destroyed automatically.

13-23 DETRITUS

Counts as Broken terrain.

24-28 FARM COMPLEX 29-49 HILL 50-54 SHALLOW RIVER, STREAM or IRRIGATION CANAL

AGRI-WORLD
See page 126 of the Warhammer 40,000 rulebook.

This is placed just like a deep river, above, but the whole watercourse is Broken terrain that wheeled vehicles may also move through.

55-57 STEEP HILL

The crop field provides soft cover to all nonvehicle models in it (p. 82, VOR Rulebook).

00-09 CROP FIELD

This hill is considered Broken terrain. Cliffs are impassable, although they can be climbed by models that are tall enough (p. 78, VOR Rulebook).

Roll 1D10; on a roll of 5 or less, this is a river, on a 6 or higher it is a lake (or determine the choice by the terrain pieces available). In case of a lake, place it at a random point on the board. For a river, a bit more effort is needed. First, nominate one short side and one long side of the board as primary sides; the others are secondary sides. Then roll 1D10 to determine on which side the river enters the board. 1-2 Primary short edge 3-5 Primary long edge 6-7 Secondary short edge 8-10 Secondary long edge Then roll 1D100 and measure this many inches along that side to find the rivers entry point. Repeat this to determine the point where the river will leave the board, but re-roll if you get

10-12 DEEP RIVER or LAKE

58-66 STRUCTURE 67-77 WALLS, PIPELINES OR FENCES 78-00 WOOD OR PLANTATION


Troops inside a wood are in soft cover. This is easiest to determine by putting all the model trees onto a base, so that any model on the base can be considered to be in the wood.

ASH WASTES
See page 125 of the Warhammer 40,000 rulebook.

01-16 ASH DUNES

The dunes are Broken ground.

17-27 CHEM WASTES

Roll 1D10 whenever a model enters the area

17 Warhammer 40,000

(or if it starts its activation in it). On a roll of 9 or 10, a non-vehicle model takes a [Power: 4] hit; it can make an Armor Test as normal. A vehicle that rolls 9 or 10 automatically suffers a Damaged Locomotion result per the Internal Damage Table on page91 of the VOR Rulebook.

04-08 CARNIVORE LAIR

Any model too close to a lair will be grabbed and eaten by some horrible monster on a 1D10 roll of 1. For each model, roll the first time it spends MP within 6 of the lair, but only once per model per turn.

28-41 CRATERS

These are Broken terrain.

09-13 CRUMBLE ROCK


This is Broken terrain.

42-52 DETRITUS 53-57 MINE

See Detritus on page 17.

14-35 JUNGLE

58-66 OLD RUINS 67-80 ROCKS


For vehicles, these are Hazardous terrain, or Impassable if the rocks are very big. For infantry, any type of rock is Broken terrain (but they may have to climb up or down very large rocks).

For movement, jungle is Broken terrain. Any model in jungle is always considered to be in soft cover; it does not gain additional cover from other soft cover inside the terrain, though it will benefit from hard cover if the model is within 1 of it (though only the highest cover modifier applies).

36-57 HILL 58-60 MARSHES


A marsh is Hazardous terrain, and any model moving through it must roll 1D10 once per turn. If a 9 or 10 is rolled, the model is killed and removed from the game.

81-83 SETTLEMENT 84-92 SLUDGE BEDS


This counts as Broken ground for non-vehicle models only. Vehicles can cross it as if it were Open terrain.

93-97 SLUDGE STREAM OR CANAL

61-71 OVERGROWN SETTLEMENT

This is positioned like a river (p. 17), but it is Broken terrain for non-vehicle models only, while to vehicles it is Open terrain.

For movement, these ruins count as Broken terrain.

98-00 TOXIC RIVER

72-80 SPITTING CACTUS/STRANGLE VINES

This is also positioned as a river (p. 17), and uses the same rules as a normal river. However, non-vehicle models attempting to cross it must automatically roll on the Mutation Table (p. 134, VOR Rulebook) unless it has some special ability that allows it to be immune to toxins.

This is the same as jungle (above) but additionally, any time a model spends MP for movement, it must roll 1D10. On a roll of 1, it is attacked by dangerous plant life and loses 1 point of Lifeforce.

81-89 THERMOTROPIC VINES

DEATH WORLD
See page 128 of the Warhammer 40,000 rulebook.

01-03 BOILING MUD/TAR PITS

The pits count as Hazardous terrain. Any model that ends its activation in boiling mud or a tar pit must roll an Armor Test; if this fails, the model loses all its remaining Lifeforce.

Similar to jungle (above), but any unit that has one or more models in the jungle at the end of the units activation suffers an attack by the vines on a 1D10 roll of 5 or less. Determine the victim of the attack randomly from the units models in the jungle; this model takes [Power: 5, AM: 0] damage.

The effects of this are similar to those of a carnivore lair, but instead of being automatically killed, a model takes a [Power: 4, AM: 0, Damage: 1D102] hit.

90-00 VENUS MANTRAP

Warhammer 40,000 18

ICE WORLD
See page 127 of the Warhammer 40,000 rulebook.

43-46 FROZEN LAKE

Roll 1D10 to determine the kind of blizzard: 1-5 Whole Table. On the whole battlefield, all movement costs +1 MP per inch, and all combat at ranges over 12 is at 3 RC. 6-10 Advancing Blizzard. The blizzard starts at a random table edgethe short edges are north and south, the long ones east and west; then roll 1D10: 1-2 = north, 3-5 = west, 6-7 = south, 8-10 = east. At the start of each turn, the edge of the blizzard moves 12 toward the table side opposite the one it started at; the whole table between the edge of the blizzard and the initial table side is affected by the blizzard as described above.

01-03 BLIZZARD

This counts as Broken terrain to all vehicles except flyers; wheeled vehicles may move across the frozen lake, even though they cannot normally move through Broken terrain. When a vehicle ends its movement on a frozen lake, roll 1D10. On a 1, it falls through and is destroyed.

47-49 GLACIER

This is placed like a river (see p. 17). It counts as Hazardous terrain, and small- and mediumsized models are always considered to be in soft cover while on it.

50-58 HIDDEN CREVASSE

Any model must roll 1D10 as soon as it starts its movement on the hidden crevasse (maximum one roll per turn). A roll of 1 means the model falls through and is removed from the game.

04-08 CITY ENTRANCE 09-19 CREVASSE 20-42 FOREST

59-80 HILL

The whole surface of this counts as Broken terrain.

81-91 REFINERY 92-00 RESEARCH STATION

19 Warhammer 40,000

FORCE TRAITS
In VOR, forces can acquire Force Traits by spending Campaign Points earned by playing games as part of a continuing campaignsee pp. 105-108 of the VOR Rulebook. The following Force Traits are versions of the Battle Honours from page 163 of the Warhammer 40,000 rulebook, adapted for use in VOR. All Warhammer forces may buy the following Force Traits, in addition to those from the VOR Rulebook (Battle Honours not listed below are not available); the cost in Campaign Points (CP) is indicated after the traits name. Unlike Battle Honours, when a Force Trait is bought, it applies to the whole force, not to a single squad within the force. Counter-Attack (10 CP) In melee combat, the forces models receive an additional +1 CC modifier when receiving a charge (p. 86, VOR Rulebook). Fast (30 CP) All vehicles in the force receive +6 MP, which may be spent on movement only. Guerrillas (20 CP) Broken terrain is considered Open to all models in the force. Hardened Fighters (15 CP) When making Morale Tests, all models in the force receive a +1 modifier to their Guts statistic. Lightning Charge (8 CP) When at least half the members in a single squad charge into melee combat with an enemy squad in a single turn, and the enemy squad is forced to make a Morale Test in that same turn, that Morale Test receives a 2 modifier.

Rapid Deployment (6 CP) Once all players have deployed their forces, you can move one squad by up to 6, though it may not move to outside its normally-allowed deployment area. This Force Trait may be taken more than once; one squad may be moved for every time a force has this trait. Reinforced Armor (12 CP) All vehicles in the force get +1 Armor Rating. Resolute (10 CP) All units in the force may re-roll failed Morale Tests. The second result must be used. Skilled Gunnery (6 CP) One vehicle per turn may re-roll any Ranged Combat Tests it makes during its activation. The second roll must be used, regardless of whether it hits or misses. A different vehicle may be picked each turn, and it need not be chosen until you want it to re-roll a Ranged Combat Test. Steadfast (20 CP) When a squad in the force is reduced to 50% or less of its members, it receives a 1 modifier to any rolls on the Panic Table (p. 88, VOR Rulebook). Street Fighters (15 CP) Any attack against a model of this force that is in cover, has an additional 1 modifier. Tank Hunters (12 CP) Apply a +1 modifier to any rolls on the Vehicle Damage Table (p. 91, VOR Rulebook) when a model in the force attacks an enemy vehicle. Terrifying (15 CP) When a vehicle in the force attempts to ram an enemy model, the target suffers a 1 CC modifier when attempting to dodge (Vehicle Collisions, p. 90, VOR Rulebook).

Warhammer 40,000 20

CONVERSION GUIDELINES
The converted units in the other documents were written up using the following guidelines. Note that they will break the VOR rules in places, but this was deemed necessary to preserve the qualities of the Warhammer units.

Since a big shoota is an assault 3 weapon, we can give it 2 uses per turn. However, having it as a full-auto weapon sounds like more fun, so it stays at 1 use/turn.

RANGES

WARGEAR
When converting Codex books, or similar army lists, it is a good idea to start with the special equipment, wargear, abilities, and other things that can be bought to upgrade models. The reason for this is that many troops will be equipped with this gear, so establishing its Point Values and game effects before you start work on converting the troops themselves will ease that job by quite a bit. Since much of this gear does something special, you will often have to convert game rules or come up with good ones yourself. This is not too difficult, but try to make the item do the same in VOR as it does in Warhammer. This may not always be possible, because some equipment does things that dont have an equivalent in VOR; in these cases, you either have to find something similar enough, or decide to ditch the item altogether.

Choose one of the Attack Ranges from page 114 of the VOR Rulebook that most closely approximates the weapons Range statistic in Warhammer. For example, a weapon that has as 12-inch range in Warhammer can be converted to have a 6/12/ range in VOR. Which of the two possibilities for that range to pick depends on how you see the weapon, but a good rule of thumb is to make projectile weapons use the modifiers that start high and then go down (usually +1//1), while energy weapons use the modifiers that have no negative values (usually /+1/). Any weapon using Template ranges in Warhammer can disregard this; it should get the splash option instead. A big shoota has a range of 36 in Warhammer. Looking at the Attack Ranges in the VOR Rulebook, there is none that gives a 36-inch range. However, two go up to 30 so one of those can be used instead. Since this is an ork weapon, it will likely be inaccurate, and so the 10/20/30 range group with +1//1 range modifiers looks like a better choice than the one with /+1/ modifiers. This costs 2 PV.

WEAPONS
The same goes for weapons: before troops can be converted, their weapon statistics and point values will need to be established. To show the conversion rules in action, follow the examples to convert an ork big shoota.

POWER

This is determined using the otherscalculate the statistics as described below, and the VOR design rules will indicate the MPC for the weapon.

MOVE POINTS COST (MPC)

VORs Power statistics and Warhammers Strength scores are about equal, so the conversion is simple: use the weapons Strength as its Power. If a weapon has a Power of 6 or higher, you can subtract 2 from the Power to make it cause 2 damage. If it has Power 9 or higher, you can make it cause 3 damage by subtracting 4 from the Power. A big shootas Strength is 5, so it has a Power 5 in VOR as well. The Point Value this gives cannot be determined yet, because the Armor Modifier needs to be figured out first.

Most weapons have one use per turn, but an assault weapon with 3 or more attacks in Warhammer may have two uses per turn. You can instead make the weapon full-auto if you want; only if a weapon has 5 or more attacks per turn can it be both full-auto and have 2 uses per turn.

USES/TURN

ARMOR MODIFIER (AM)

This uses the Warhammer AP score, per the Armor Modifier table on page 22.

21 Warhammer 40,000

Warhammer VOR Armour Piercing Armor Modifier 1 Allows no Armor Test 2 2 3 1 4 1 5 0 6 0 0 With an AP score of 5, the big shoota has an Armor Modifier of 0. This now allows us to determine its Move Points Cost and Point Value, using the table on page 113 of the VOR Rulebook: it has a Power of 5 and an AM of 0, which means only one qualifies. The big shoota is a standard gun, with an MP Cost of 5 and a Point Value cost of 6. The latter is added to the previously-determined cost of 2 for its ranges, for a total PV of 8 so far.

ARMOR MODIFIER TABLE

Ordnance blast weapons get a 3 blast radius (the Warhammer large blast template is 2 inches in radius). As we decided earlier, the big shoota will be a full-auto weapon. It can be, because it has 3 shots per turn in Warhammer. This costs an additional 6 PV, for a total cost of 14, and with that, the weapon has been converted.

TROOPS
As an example, well look at converting ork slugga boyz to VOR stats. See page 250 of the Warhammer 40,000 rulebook or page 11 of Codex: Orks for their game data.

MODE

Any special abilities the weapon have are considered here. Use the following guidelines: l Weapons using Template ranges in Warhammer get the splash option; l Any weapon with 3 or more shots per turn in Warhammer may have the full-auto option (weapons whose number of shots depends on a die roll should use the average roll here; the average of 1D6 is 3.5). However, if the weapon has 2 uses per turn it may not be fullauto as well, unless it can fire 5 or more shots per turn in Warhammer; l Twin-linked weapons can be converted to weapons having two uses per turn. If this is impossible (because it is a heavy weapon, or because it already has two uses per turn), you can choose to make it either a full-auto weapon, or one with a blast radius 1 inch larger than normal instead (that is, it gets a 1inch blast radius if it doesnt have one; or if it has a 1-inch radius it becomes 2-inch, and so on). Another alternative is to make a twinlinked heavy weapon cause 2 damage; l Weapons with Guess range must take the indirect option; l Blast weapons get a 1 or 2 blast radius, as you see fit. The standard Warhammer blast template has a radius of 1 inches, so whether youo round this up or down for VOR depends on you view of the weapon;

The first choice you need to make is whether to designate a model as an individual, as a member of a squad, or as a vehicle. Characters should always be turned into individuals, as should any other figure that normally appears by itself. Obviously, just about all vehicles are best written up as vehicles here, too, but so are bikes. Warhammer essentially treats bikes as fast foot troops, but vor VOR its better to make them into light, wheeled vehicles. Everything else is best made into a squad. Since the boyz are a unit, theyll be a squad in VOR.

INDIVIDUAL, SQUAD OR VEHICLE?

In Warhammer, any model equipped with a non-heavy weapon can move and shoot in a single turn. The best way to replicate this in VOR and keep the feel of the unit as much as possible, is to give each figure a number of Move Points equal to the MP Cost of its primary weapon, plus the number of inches it can move in Warhammer. Since most troops in Warhammer can move 6, this gives them 6 MP plus the cost of the weapon. Slugga boyz can move 6 inches and their primary weapon, the ork slugga, costs 4 MP to fire (see the Ork Forcelist). As a result, these boyz get 6 + 4 = 10 MP .

MOVE POINTS (MP)

Warhammer 40,000 22

One snag here is that a few units in Warhammer can move 12 per turn, or even more. These dont really fit, because the maximum number of MP that a VOR figure can have is 12, which would leave them no MP to attack with. There is no easy solution to this problem, unfortunatelyyour best option is probably to just give them the maximum amount of MP they can. Note that this problem does not exist when youre converting bike units, because those are treated as vehicles in VOR.

Warhammer VOR (Hit Weapon Skill Close Combat probabilities) 0 1 (0% vs. 10%) 1 2 (17% vs. 20%) 2 3 (33% vs. 30%) 3 5 (both 50%) 4 7 (67% vs. 70%) 5 8 (83% vs. 80%) 6+ 9 (100% vs. 90%)

CLOSE COMBAT TABLE

The Ranged Combat statistic can be found in the same way as the Close Combat statistic, but use Warhammers Ballistic Skill (BS) instead of Weapon Skill (WS). As they only have a Ballistic Skill of 2, the slugga boyz get a Ranged Combat statistic of 3.

RANGED COMBAT (RC)

Warhammer Leadership 2 3 4 5 6 7 8 9 10 11 12+

LEADERSHIP TABLE
VOR Guts 1 1 2 3 4 6 7 8 9 10 10

(Morale check probability) (3% vs. 10%) (11% vs. 10%) (17% vs. 20%) (27% vs. 30%) (42% vs. 40%) (58% vs. 60%) (72% vs. 70%) (83% vs. 80%) (92% vs. 90%) (97% vs. 100%) (100% vs. 100%)

POWER (POW)

This statistic is exactly equal to the Warhammer Strength level. With a Strength of 3, the shoota boyz have a Power of 3 as well.

Use the Close Combat table to convert Warhammers Weapon Skill to VORs Close Combat statistic.

CLOSE COMBAT (CC)

The boyz Weapon Skill of 4 converts into a Close Combat statistic of 7.

Warhammer VOR Save Armor Rating 2+ 8 3+ 7 4+ 5 5+ 3 6+ 2 0

ARMOR RATING TABLE

Notes: Since the die-rolling system here is very simple in both games, the method used to work out these conversion was straightforward enough: the Warhammer skill was converted to a percentage chance, and this was then divided by 10 and rounded to the nearest whole number, because in VOR, you need to roll equal to or below the skill on 1D10. For comparison purposes, the last column of the table lists the hit probabilities for both systems in percentages, showing there is very little difference. The main exception is for a WS of 0, which converts to a CC of 1 because VOR doesnt allow statistics below 1. But since any figure with a WS of 0 probably wont have any melee-combat weapons anyway, this is unlikely to be a problem.

Notes: This simple conversion was arrived at in conjunction with the equally-simple one for Body (see below). The reasons here are that first of all, in both Warhammer and VOR, 3 seems about the average statistic for Strength/Power and Toughness/Body; and second, in both systems the chance of inflicting damage if the two statistics are equal is 50%. Rather than mess around with conversion tables, it is much easier to just keep the statistics as they are, and basically only change their names.

(Save probability) (83% vs. 80%) (67% vs. 70%) (both 50%) (33% vs. 30%) (17% vs. 20%) (both 0%)

BODY (BOD)

Like Power, this statistic is directly equal to a Warhammer statisticToughness in this case. Their Toughness of 4 gives these orks a Body of 4 as well.

BRAINS (BRN)

There is no equivalent to Brains in Warham-

23 Warhammer 40,000

mer (Im not going to say it ) so the best suggestion is to base it on the figures Warhammer Initiative scorebecause VOR has no equivalent to it, and it can be argued that everything else is even further away from Brains than that. Simply convert it straight, without changing the number. With their Initiative score of 2, the slugga boyz also have a Brains of 2. Hey, theyre orks

SIZE

This is the equivalent to Warhammers Leadership value, and so is based on that using the Leadership Table on page 23. The shoota boyz have a Leadership of 7, which translates into a Guts statistic of 6.
Notes: This table was worked out using the same basic method as for Close Combat, but as a Warhammer Leadership check is a 2D6 roll, it required a bit more calculation.

GUTS (GUT)

This is fairly easy to determine: just about all standard figures, on 25-mm bases, are medium size, while most figures on a 40-mm base (or bigger) are large. The only figures that count as small are ones that are significantly smaller in size than the average space marine, ork, eldar, or what have yousuch as gretchin or ratlings. Some units that have multiple models on a single, 40-mm base (such as tyranid ripper swarms or necron scarabs) can also count as small, though it can sometimes be better to consider these as medium size, on the basis that their numbers compensate for their low height. Another solution is to separate these swarms into several small models on 25-mm bases; the forcelists normally give both options. Orks are of typical size for Warhammer models, which makes them medium in size.

LIFEFORCE (LIF)

Equals the Warhammer Wounds (W) statistic.

Calculate this using the Custom Force Creation rules on pp. 109-116 of the VOR Rulebook.

POINT VALUE (PV)

Slugga boyz, like most other orks, can take 1 Wound, so they have a Lifeforce of 1.
Notes: This is another simple one, because attacks in both systems tend to cause 1 point of damage.

AVAILABILITY

Another easy one. If you can only field a limited number in your Warhammer army, youve got the same limit in VOR. For all other units, which are effectively unlimited (except by the scenario), there is no availability statistic. Slugga boyz have no availability limits.

ARMOR RATING (AR)

This value is based on the Warhammer Save number (Sv), per the Armor Rating Table on page 23. Keep in mind that Warhammer uses the Save number as an indicator of the figures armor but doesnt actually mention the armor separately, while in VOR the armor is listed as part of a figures equipment. You will need to do the same for converted figures. As slugga boyz are poorly-protected with a saving throw of 6+, their Armor Rating only becomes a 2. As orks dont seem to wear armor, the 6+ save coming from their own toughness, there is no need to list an armor type in their equipment.

STRUCTURE

Notes: Again, this conversion was based on the chance of rolling a successful save. Its basically the same as for the Close Combat statistic, but inverted (a low Save gives a high Armor Rating).

Write something up that basically copies the Warhammer unit make-up. If Warhammer includes leader figures as an integral part of the squad but gives them separate statistics (such as Space Marine veteran sergeants or ork Nobz), you will need to work out statistics for the leader as well. However, it can be a good idea to include the leader in the basic squad write-up, as an optionthis is probably the easier way to go if the leader only differs slightly from the rest of the squad, such as a space marine sergeant or tau shasui. Leaders that have significantly different stats are better written up with separate stats blocks etc. There is a problem with squad size, however. The VOR force creation rules only allow a maximum of 10 figures per squad, while some Warhammer units are much larger than that (up

Warhammer 40,000 24

to 30 in the case of orks, for instance). There are two possible solutions; one is to keep the unit size as it is in Warhammer; while the other is to make the unit into a smaller squad and then allow only one leader for every so many squads for example, instead of having one unit of 10 to 20 dark eldar warriors with one sybarite, it could be made into two squads of 5 to 10 warriors with one sybarite per two squads. The solution used here is the first method. Though this breaks the VOR rules, and can make for units that are larger than VOR players expect to encounter, it was felt that it was better this way than to split a large unit into multiple squads. The same amount of firepower is present in either case, but with a single unit, at least everyone has to remain in coherency, unlike when two or three separate squads are fielded. A slugga boyz mob consists of between 10 and 30 orks, one of which can be a nob. So this becomes a Structure rating of 10-30, with the option that one can be replaced by a nob.

VEHICLES
Unfortunately, the vehicle design rules in the VOR Rulebook are very limitedthey let you pick one of twelve types, and add CC and RC skills, weapons and transport capacity, but thats it. To allow more variety and to make converting the Warhammer vehicles easier, the following house rule can be used: the costs for in- or decreasing troop statistics also apply to vehicles. See page 111 of the VOR Rulebook for these costs. (These costs are actually higher than what it would cost to build the basic vehicle statistics up from 0, by the way.) Once more as an example, here is how to convert an ork war buggy to VOR statistics.

TYPE

List the equipment the figure carries. Dont forget its armor, if it wears any. The slugga boyz wear no armor, so their only equipment is a slugga and a choppa, the statistics for which are worked out separately.

EQUIPMENT

OPTIONS

Many Warhammer troops can be upgraded slightly for an additional points cost. Convert these upgrades as closely as possible to VOR rules and statistics, and list them here. Youll have to determine a Point Value for them based on existing items, as few real guidelines can be given. One exception here are weapons upgrades: for these, the PV should be equal to the base PV of the weapon, minus that of the weapon being traded in for them.

The first thing to do is determine the vehicles type. Pick the one from the twelve possibilities in the VOR Rulebook (p. 112) that best suits the Warhammer vehicle type. Some suggestions are: Bike: light wheeled Buggy: light or medium wheeled Dreadnought: light or medium walker Jetbike: light flyer Skimmer: light or medium flyer Skimmer Tank: medium or heavy flyer Tank: medium or heavy tracked Truck: medium or heavy wheeled A war buggy is not too large, but its bigger than a bike, so a medium wheeled vehicle looks like a good choice.

MOVE POINTS (MP)

Like the options, you will need to convert the abilities as closely as possible and make up a PV cost as seems appropriate. Som of the more common abilities used in these conversions are listed in the appendix that starts on page 28. Slugga boyz can make two melee attacks per turn in Warhammer 40,000, so their PV is increased by +3.

ABILITIES

As for troops, determine the amount of MP a vehicle should have by determining how far it can move in Warhammer. The number of inches of movement becomes its number of MP in VOR. Do not adjust it for the weapons carried, because vehicles dont need to spend MP to fire. War buggies are Fast vehicles in Warhammer, meaning they can move 24 per turn. This translates into 24 MP in VOR.

25 Warhammer 40,000

TURN COST (TC)

This is the easiest of all, as it depends on the vehicle type and cannot be changed. See page 112 of the VOR Rulebook. Medium wheeled vehicles have a TC of 2. Done.

CLOSE COMBAT (CC)

By the VOR rules, only walkers can have a Close Combat statistic, but it makes sense to also give one to bikes. In either case, convert it as for troops. As it isnt a walker (or a bike), the war buggy does not have a Close Combat statistic.

RANGED COMBAT (RC)

Like Close Combat, convert this in the same manner as for troops. The war buggys krew have a Ballistic Skill of 2 in Warhammer, so using the conversion table for troops that gives it a Ranged Combat statistic of 3.

following method. This uses the vehicles Warhammer armour values to determine both its Body and Armor Rating statistics, and unfortunately requires a bit of guestimation. Since vehicles in Warhammer have three armour values, first calculate the average: add up the front, rear and twice the side values, and divide by 4; round to the nearest whole number. Then look in the Vehicle Body & Armor Rating Table below to find the equivalent VOR Body and Armor Rating statistics. For each armour value, there are a number of Body/Armor Rating combinations, each of which has the same chance of stopping damage equivalent to that stopped by the Warhammer armour value. Pick whichever one of the combinations you prefer. It is recommended that you pick a combination that comes as close as possible to the base Body and AR for the vehicle type your picked. This will not always be possible, however. Shielding This is based on the vehicle type, as indicated in the VOR vehicle design rules. Should you want to modify the Shielding rating, this costs +12/12 PV per point. The war buggy has an armour value of 10 on all sides, which makes it easy to calculate the average: 10. This gives Body/Armor Rating choices running from 1/7 through 8/0, using the table above. The standard VOR Body and Armor Ratings for a medium wheeled vehicle are 7 and 5, respectively, which means one or both will have to be lowered. Since the war buggy is open-topped it will likely not be all that well-armored, so our choice is to lower its AR more than its Body. The final statistics picked are Body 6, Armor 2. Its Shielding is 2, because thats the standard for medium wheeled vehicles and there is no real need to deviate from this.
Notes: The Body and Armor Ratings in the table were arrived at using the following method. First of all, to get a 50% chance of inflicting damage on a vehicle in Warhammer, the weapons Strength + 3.5

POWER (POW)

If the vehicle has a Strength score in Warhammer, use that as the vehicles Power in VOR. Otherwise, keep the basic Power statistic from the vehicle type you selected. The buggy has no Strength score, meaning it keeps the Power of 6 that a medium wheeled vehicle has as standard.

Like for Power, if the vehicle has a Toughness stat in Warhammer (for example, if its a bike) then use that as its Body in VORjust like VEHICLE BODY & ARMOR RATINGTABLE for troops, basiWarhammer Possible VOR cally. The Armor Armour Value Body/Armor Ratings Rating is also 8 1/5, 2/4, 3/3, 4/2, 5/1 or 6/0 calculated as for 9 1/6, 2/5, 3/4, 4/3, 5/2, 6/1 or 7/0 troops. 10 1/7, 2/6, 3/5, 4/4, 5/3, 6/2, 7/1 or 8/0 For true vehi11 1/8, 2/7, 3/6, 4/5, 5/4, 6/3, 7/2, 8/1 or 9/0 cles, which 12 2/8, 3/7, 4/6, 5/5, 6/4, 7/3, 8/2, 9/1 or 10/0 dont have a 13 3/8, 4/7, 5/6, 6/5, 7/4, 8/3, 9/2, 10/1 or 11/0 Toughness 14 4/8, 5/7, 6/6, 7/5, 8/4, 9/3, 10/2, 11/1 or 12/0 score, use the

BODY (BOD), ARMOR RATING (AR) & SHIELDING

Warhammer 40,000 26

must equal the armour value (this because of the average roll of 1D6 is 3.5). On the other hand, to inflict any damage at all in VOR, two rolls are involved: the Armor Test and the Damage Test. To have a 50% chance of causing damage, the total chance these two rolls have of stopping the damage should be 50% as well. The Body/Armor Rating combinations in the table were picked to give that chance (or as close as possible to it) when the attacks Power in VOR is equal to the Strength needed to have a 50% chance of inflicting damage in Warhammer. A side effect of this is that it (probably) makes vehicles a little tougher, since they are really very weak in Warhammer.

As there is no real equivalent to this in Warhammer (where vehicles can essentially take an infinite number of hits, provided none causes a vehicle destroyed result) it is best to leave it a the basic value from page 112 of the VOR Rulebook. One major exception are bikes: because these are treated as infantry in Warhammer, they should only have a LIF statistic equal to the number of Wounds they have in Warhammer (which is usually 1). Again, the standard Lifeforce statistic for a medium wheeled vehicle is 4, so thats what the war buggy will have as well.

LIFEFORCE (LIF)

The point value of the war buggy starts at 70 for a medium wheeled vehicle. As it has 24 MP rather than the base 18, thats 6 extra. Looking at page 111 of the VOR Rulebook, this costs 6 4 MP = +24 PV. Its Ranged Combat statistic of 3 costs +9 PV, while the 1point reduction in Body (from the base 7 to 6) gives back 2 PV. Similarly, reducing the Armor Rating from the base of 5 to only 2 reduces the PV cost by a further 6 points. This makes for a total Point Value of 70 + 24 + 9 2 6 = 95 points. Now all we need to do is add weapons.

WEAPONS

Simply choose the appropriate weapons and add their PV to the vehicles total. Three different types of weapon can be fitted to the war buggy, and all of them are listed in the orks arsenal. Simply add the cost for the chosen weapon type to the buggy: +23 PV for a twin-linked big shoota, +23 PV as well for a twin-linked rokkit launcha, or +13 PV for a scorcher.

TRANSPORTS

The Point Value of the vehicle is determined using the basic cost for the vehicle type, and modified as for troops to suit the statistics calculated above, as explained at the start of this section. Close Combat and Ranged Combat PV: Purchase these according to the costs on page 112 of the VOR Rulebook first. Only if the statistic is higher than 6, or lower than 3, adjust the vehicles PV using the costs for troops on page 111. Armor Rating Each point of Armor Rating below the base for the type has a PV cost of 2. Adding Shielding costs 12 PV per point, while removing it gives 8 PV back.

POINT VALUE

If the vehicle can carry troops in Warhammer, make it a transport, using the guidelines on page 111 of the VOR Rulebook. If the vehicle can carry troops such as terminators or others in similar armor, count each of these as two troops to determine the number of troops the vehicle needs to be able to carry. A war buggy is not a transport, so this does not alter its statistics in any way.

27 Warhammer 40,000

APPENDIX: ABILITY DESCRIPTIONS


This appendix provides an overview of the more common abilities and options that appear in the Warhammer 40,000 forcelists, together with the point values used for them. You will have to estimate PVs for other abilities using your best judgment, Cavalry (+1 PV) Animal-mounted troops get a +2 charging bonus instead of +1. Deep Strike and Infiltrators (+5 PV) Both of of these follow the rules for Advanced Deployment in VOR; see the zykhee scout squad on page 126 of the VOR Rulebook or page 64 of the Zykhee Forcebook. Fearless (+5 PV) The model automatically succeeds at all Guts and Knockdown Tests it is to make. Invulnerable Save (+15 PV) If the model has an Invulnerable save in Warhammer, it may always make an Armor Test in VOR, counting attacks with an AM of better than -2 as 2 instead. This is like the growler chieftain ability Super Tough Frame (p. 122, VOR Rulebook or p. 50, Growler Forcebook). Jump Packs (+(models MP) PV) Allows the model to move through all terrain, even impassable, at a cost of 1 MP per inch. This abilitys PV is equal to the figures MP statistic. Multiple Attacks If the model has more than one close combat attack in Warhammer (that is, if its Attacks score is 2 or greater), first determine if this is because it is armed with multiple weapons or has more than one built-in attack (claws, talons, teeth, etc.), or that it is because the model is simply very quick in making its attacks. In the first case, create VOR game statistics for each attack separately, and list them in the models statistics block. An example of this are tyranid lictors, which have two different melee attacks, and so have stats for both of them, but pay the full MP cost to use them. In the second case, reduce the MP cost for melee attacks in VOR by 1 for each attack over

the first (1 if the figure has 2 attacks, 2 if it has 3 attacks, and so on). The MP cost cannot drop below 1, though. The Point Value is modified as follows: +3 PV for 1 MP; +8 PV for 2 MP; +13 PV for 3 MP; +19 PV for 4 MP; +28 PV for 5 MP. Orks are an example of this: many can make two attacks per turn, but have no special weapons or other gear that gives them this ability. As a result, they get the MP reduction. Parrying (+4 PV) If the model has the ability to defend itself in close combat better than normal, use this ability. It allows the model to parry melee attacks made against it, using the rules on page 86, VOR Rulebook. Re-rolling Tests Some models can re-roll Tests that fail. These have the following PV costs: CC: +8 PV Brains: +3 PV Self-Repair Anything that gives the model a chance to survive after being killed (like necrons have) should increase its total PV by the value from the Self-Repair Point Values table, using the chance of self-repair on1D6 or 1D10 to determine the PV modifier. A model cannot have a 6-on-1D6 or 10on-1D10 chance of repairing itself. The PV values shown are per point of Lifeforce regained by successful use of the ability.

SELF-REPAIR POINT VALUES


on 1D6 1 1-2 1-3 1-4 1-5 Chance on 1D10 1 1-2 1-3 1-4 1-5 1-6 1-7 1-8 1-9 PV +2 +3 +4 +5 +6 +7 +8 +10 +11 +12 +13 +14 +15

Warhammer 40,000 28

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