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Some Chariots are personal war machines for characters that prefer to lead their forces to battle from a suitably grandiose perch; others are brutal constructions designed for little purpose other than to crush their enemies beneath wickedly spiked wheels.

A Chariot is an unusual unit with a dual profile – a non-vehicle profile for the rider of the Chariot (see below), and a vehicle profile for the Chariot itself. However, a Chariot is always treated as a single model. For the purposes of characteristics tests, always use the rider’s profile. Furthermore, any characteristics modifiers that affect a Chariot model apply to both rider and Chariot.

Shown here is an example:

Exalted Alluress 5 4 3 3 1 5 4 7 -

Seeker Chariot 4 11 11 10 2

Characters Riding Chariots

A character mounted on a Chariot is referred to as the rider. A rider cannot disembark from his Chariot, nor can he be targeted separately from his Chariot. If either the rider is reduced to 0 Wounds or his Chariot is destroyed, then the entire model is removed from play as a casualty. If the rider has a special rule that returns it to play after it has been removed as a casualty, such as a Necron’s Ever-living special rule, that model’s Chariot is also returned to play with a single Hull Point.

Moving Chariots

Chariots move normally for a vehicle of their type.

Shooting with Chariots

When determining the required To Hit roll for any weapons fired by a Chariot model, use the Ballistic Skill on the Chariot’s profile for any weapons mounted on the Chariot itself, and the Ballistic Skill on the rider’s profile for any weapons wielded by the rider. In addition to the Chariot’s weapons shooting, the rider can shoot any shooting weapon he himself is equipped with, counting as stationary even if the Chariot moved in the previous Movement phase – the Chariot and rider must target the same unit though.

Shooting at Chariots

When shooting at a Chariot unit, total up the number of successful hits that have been caused. Keep the dice that have scored hits and create a ‘pool’, where each dice represents a hit. If there are hits with different Strengths, AP values or special rules that affect saving throws or any Wounds they inflict, split them into several pools of hits. All hits with exactly the same Strength, AP value and special rules must go into the same pool. If all the hits are the same, there will be only one hit pool.

The player controlling the Chariot unit then allocates each hit pool either to the rider or the Chariot of the closest model in the unit. If several pools of hits need to be allocated, the player making the attacks must decide in which order they are resolved. All hits from a single pool must be allocated and resolved before moving on to the next pool of hits. Hit pools from Blast and Template weapons are always resolved against the Chariot. If the Chariot model is hit by a Precision Shot, that hit is allocated by the firer, not the owning player.

When resolving successful hits that have been assigned to a Chariot, work out which of its Armour Values to use as you would for any other vehicle, based on the position of the model compared to the model firing at it.

Chariots and Assaults

Unlike other vehicles, Chariots can make charge moves and can be locked in combat. Chariots can only declare a charge in the Assault phase if they did not move Flat Out in the Shooting phase. Chariots charge like Bikes. Chariots that charge through difficult terrain must take a Dangerous Terrain test (unless they are Skimmers). Chariots that are Skimmers must take a Dangerous Terrain test if they begin or end their charge move in difficult terrain. A Chariot that fails a Dangerous Terrain test suffers a glancing hit. As long as the charge range is sufficient to bring the hull (or base) into contact with the target unit, the charge is successful.

Fighting from a Chariot

In close combat, Chariots fight like Infantry models. Chariots may make Sweeping Advances, Pile In moves and Consolidations unless they are Stunned.

Fighting Against a Chariot

When fighting against a Chariot model, the attacker must decide whether to attack the rider or the Chariot with each model involved in the combat. All of the close combat attacks from each model must be resolved against the nominated target (i.e. the attacks cannot be split between the rider and the Chariot) – even if the Chariot model is subsequently hit by a Precision Strike.

In either case, always roll To Hit against the rider’s Weapon Skill, then resolve any damage against the nominated target as normal.

Grenades can only be used to attack the Chariot, so cannot be used by models that choose to target the rider.

Any hits assigned to the Chariot roll for armour penetration against its front armour. This is because, unlike with other vehicles, the Chariot’s rider can defend it. Similarly, damage results that do not destroy a Chariot do not affect the way its rider fights in close combat.


A rider who is a character can issue or accept a challenge as normal, but cannot perform a Glorious Intervention.

Crew & Beasts

In addition to the rider, some Chariots have crew or are pulled into battle by beasts. Any crew or beasts that pull a Chariot are ignored and can never be targeted separately from the vehicle. Furthermore, a Chariot’s crew or beasts cannot attack unless otherwise stated in the Chariot’s profile or special rules.

Riderless Chariots

Very occasionally a Chariot will not have a rider. In this case, all attacks that hit the model must be allocated to the Chariot itself. In close combat, a riderless Chariot will make its Hammer of Wrath hits as normal, but will not make any further attacks and is hit by enemy models as for other vehicles (i.e. it is treated as having Weapon Skill 1).

Chariots and Immobilised Results

Chariots count Immobilised results from the Vehicle Damage table as a Crew Stunned result instead. A Chariot will still need to take a Dangerous Terrain test if it moves through difficult terrain. However, if this test is failed, the Chariot is not Immobilised – instead, it suffers a glancing hit.

Special Rules

A Chariot has the Hammer of Wrath special rule, but gains D6 attacks rather than one, resolved at Strength 6 AP-, unless otherwise stated. A Chariot can re-roll one or more of the dice when determining its charge range.

A rider has the Fearless and Relentless special rules. A rider can fire Overwatch if its Chariot is charged, but it cannot shoot any of the weapons mounted on the Chariot itself.