Necromunda 2017- homebrew vehicle rules.

I've been enjoying Necromunda enough to have spent a bit of time over the last month smooshing together the old Gorkamorka rules with the new Necromunda Underhive set, and have come up with what seems to be a working vehicle ruleset for the new game. If you do have a hankering to hit the ash wastes roads before the official release, feel free to give them a play- and leave some feedback if you love or hate it! You can find a PDF here as the text form below is not exactly printer friendly.



Vehicle based Gangs


To take part in this campaign players must make a few alterations to a standard roster- firstly they must nominate Drivers and Gunners for their vehicles-

Drivers can be any fighter on your roster, nominate which vehicle is theirs to drive, as long as that Fighter is available for a game he MUST drive that vehicle until he is taken down/out or it is wrecked. On bikes the Driver is also the Gunner.

Gunners must be a Leader, Champion or Specialist, only they understand the complexities of firing cumbersome weapons on the move. Nominate which vehicle crew they are part of, and which weapon is ‘bolted on’ to the vehicle for them to fire- remember you cannot fire any Unwieldy ranged weapons from a moving vehicle if they are not ‘bolted on’. If any fighter other than the named gunner attempts to fire a ‘bolted on’ unwieldy weapon, they are at -2 to all shooting rolls they make.

Death- If a Driver is killed choose another Ganger to replace him and update the roster accordingly, if a Gunner dies he can only be replaced by another leader, champion or specialist (which you may need to recruit if you do not have a spare.)

Drivers/Gunners and injuries Drivers cannot be pinned. Drivers/Gunners cannot become broken whilst on the vehicle.

Drivers and experience Drivers gain experience as normal, but also gain- +1 exp the first time they Ram a vehicle and cause damage and +1 experience each time they run a foot fighter over and take them out of action.



Campaign Rules


Vehicles: the vehicle rules we are using are from the GorkaMorka Rulebook, (pg 30 to 44). with a few amendments, use this document as a source but in case of a rules query consult Gorkamorka. Vehicles can be purchased using the rules below

Skills: all nominated Drivers can choose to roll on the driving skills table below

Wrecks: wrecked vehicles use the vehicle permanent damage chart at the end of the rules, however there are techpriests that can undertake upgrades and repairs to vehicles after each game.

Mounted: all fighters must start the game mounted on a vehicle- either driving or as a passenger, they can disembark whenever they like.


Vehicle profiles: 



Vehicle
Cost
Movement
Crew
Truck/Buggy
200
8
5+ driver
Special rules
location
Toughness
Save
Wounds
Crew
Fighter +2
5+
As Fighter
Weapons
8
5+
3
Upgrades
8
5+
2
Wheels/tracks
8
4+
3
Driver
Driver +2
4+
As Driver
Engines.
10
3+
5
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Vehicle
Cost
Movement
Crew
Half Track/Track
150
7
5+ driver
Special rules
No penalties on rough ground. Max Crew 5 + driver
location
Toughness
Save
Wounds
Crew
Fighter +2
5+
As Fighter
Weapons
8
5+
3
Upgrades
8
5+
2
Wheels/tracks
8
3+
3
Driver
Driver +2
4+
As Driver
Engines.
10
3+
5
----------------------------------------------------------------------------------------------------
Vehicle
Cost
Movement
Crew
Bike/Trike
100
8
1+ driver (2 for trikes)
Special rules
First Thrust no test.
location
Toughness
Save
Wounds
Crew
As Fighter
As Fighter
As Fighter
Weapons
7
5+
2
Upgrades
6
5+
1
Wheels/tracks
6
5+
2
Driver
Driver +1
As driver +1
As Driver
Engines.
8
5+
3

The Workshop- Standard Upgrades
All below upgrades count as common items on the trading post and can be purchased at gang creation. Items marked (*) may not be purchased for bikes or trikes.

Armour plates- 40 credits. (up to 3), one plate grants the vehicle a special save of 6+ increased by one for each extra plate to a max 4+, every successful save will reduce the save by -1 for the remainder of the game.

Spikes and blades- 50 credits. (up to 2), the first time all hits caused against troops by vehicle itself become S4, the second time all I tests caused by vehicle are at -1.

Wrecking ball*- 100 credits. Choose left or right mounting. range 2”, D3 hits, automatically penetrates armour, may only attack vehicles. Requires 1 passenger to use in shooting phase.

Reinforced ram*- 50 credits. Inflict +2 damage when ramming.

Boarding plank*- 30 credits. Range 2”, must be chasing if front mounted, or racing if side mounted, any passenger can drop it at start of turn without penalty, once dropped any fighter attempting a boarding action between those vehicles passes Initiative test automatically. A driver can ‘shake’ a boarding plank by passing a CL test and taking a single point of damage to the vehicle in his own activation.

Extra Ammo- ¼ weapon cost. One vehicle mounted weapon automatically passes first ammo roll, if this upgrade is destroyed it will hit vehicle with 2D3 hits from that weapon on a random location.  

Enclosed Crew*- 40 credits. Crew compartment gains +2 toughness and a +1 save. Only half crew can fire from vehicle if this upgrade is purchased. Cannot be destroyed.

Fighting platform*- 20 Credits.  (up to 3) Increase max crew by 2. decrease vehicle movement by 1 each time this upgrade is taken after the first, the model for the vehicle must be able to hold the required no of fighters. Cannot be destroyed.

Hard point*- 10 credits. (up to 2) 1 additional weapon may be bolted on to this vehicle. Cannot be destroyed by an upgrade hit.

Pimped out- 50 Credits.  All friendly fighters on board this vehicle may reroll failed Cl, LD and WP tests.

Polecat*- 10 Credits. (up to 2) nominate a member of Crew to be a polecat- they cannot be hit by crew location hits, lose all armour and save bonuses, but can make boarding actions up to 4” away with a reroll to I tests. If this upgrade is destroyed the fighter is Thrown from the vehicle. 

The rogueTechpriest- Custom upgrades- D3+3x10 credits.

Require a visit to rogue Techpriest as a post game action by a Leader or Champion. Each Custom upgrade may be taken once without penalty, each subsequent time an upgrade is taken inflicts the penalty as stated..

  • Faster, +D3 thrust (penalty: -1 Toughness all locations)
  • Smoother, +1Cl bonus (penalty: -2 Wounds engine.)
  • Heavier. +1 Toughness (penalty: -1” move and thrust.)


Bolted on Weapons.

All vehicles can have up to 3 ranged  weapons ‘bolted on’, this gives the fighters on board more freedom to carry additional weapons as well as being more stable than hand held weaponry. Unwieldy weapons still count as 2 weapons for the purpose of bolted on.

Bolted on weapons do not suffer the -1 shooting penalty for being in a moving vehicle, in addition unwieldy weapons can ONLY be fired from a moving vehicle if bolted on, and firing them becomes a simple action. 
Any member of the crew can fire a bolted on weapon, and up to 2 non-unwieldy weapons can be allocated to the driver on a fixed-front fire arc only. If any fighter other than the allocated gunner attempts to fire a ‘bolted on’ unwieldy weapon however they are at -2 to all shooting rolls they make.

‘Twin linked’ weapons still need the appropriate number of bolt-on  spaces (i.e. 2 spots for a twin linked boltgun, 4 for a twin linked heavy stubber) and can reroll either missed hits OR the ammo dice when firing (not both). Declare which weapons are twin linked when purchasing them for the vehicle.

Wreck and Ruin.


Vehicles that are Crippled at the end of a game must roll on the permanent damage table towards the end of this document.

  If a gang loses all its vehicles and cannot afford to replace them it loses everything in its stash (including credits) and is given a ‘hulk’ from the salvage yard. a hulk has the same stats as a half track, but all locations are at -2 toughness compared to normal. Hulks can be upgraded just like normal vehicles, but often it’s better to save the creds for a new Truck!  


Vehicle Movement.

During a drivers activation the player may move the vehicle using one of the three drive actions below,

GAS ENGINES (Basic)
All vehicles have efficient but sluggish prometheum gas engines which are used in day-to-day travel. This action enables the vehicle to move it’s standard move. After moving this distance you can decide whether to employ the thrusters to give the vehicle extra movement.

SLOW SPEED MANOEUVRES (Double)
Sometimes a vehicle finds itself stuck in a situation where it must move carefully and slowly to extricate itself from a tangle of wreckage or perhaps turn round in a tight spot. In order to facilitate this, vehicles are allowed to make what are called slow speed manoeuvres. Turn the vehicle to face any direction and move it up to 3”, then turn it again up to 90 degrees. Thrusters cannot be used after a slow speed manoeuvre.

THRUSTERS (Basic- up to three times per action)
After a vehicle has moved under gas engines at least once it can choose to use it’s thrusters. Thrusters provide short bursts of power which propel the vehicle forward quickly. Each burst will carry the vehicle a further 1 to 6" as the player chooses – shorter distances representing a shorter burst. Before using thrusters the player must declare that he is doing so and how far he intends to move. He must then make a Thrust test by rolling a D6. A score of a 1 means the thrusters have malfunctioned in some way. A score of a 2 or more means the thrusters have fired and the vehicle is Thrusted directly forward the desired distance. If the thrusters malfunction you must make a roll against the Thruster Buster Table.

A driver can continue to add up to 2 further bursts to his move until he fails a Thrust test. The chance of malfunctioning increases each time thrusters are used during the movement phase. The first time they are used the Thrust test is failed on a 1, the second time the test is failed on a 1 or 2, and the third time the thrusters are used they will fail on a 1, 2 or 3.

BIKES AND TRACKS
Bikes and traks use the same gas engines and thrusters as buggies and trucks. However, because these vehicles are lighter or heavier or have different layouts, the results are slightly different for them. Bikes are lighter and accelerate more quickly. Therefore bikes do not have to take a Thrust test for the first thrust move they make each turn, instead they fail their 2nd test on a roll of 1, their 3rd on a 1 or a 2. Tracks are heavier and less speedy than buggies. When tracks or half tracks use their thrusters they move up to a maximum of 5" instead of up to 6".

Vehicle Turns


Turning with Gas
In reality a turning vehicle describes an arc, which we represent by a series of pivots of up to 45° to the left or right. A vehicle can turn twice during a gas engines action. The vehicle begins by moving between 1" and half its move value and then pivots up to 45° about its midpoint. The vehicle then moves between 1" and it’s remaining move and pivots again. The vehicle has then completed its movement under gas power.

Although a vehicle can move up to 6" and can turn twice, you will notice that it cannot move 1", turn, move 5" and turn again. The turns are divided equally into each half of its move. It can move 1" turn, move 3" and turn, or 3" and 1", or 3" and 3", or 1" and 1", and so on. Note that a vehicle must move at least 1" before turning, it cannot turn at all if it does not move. Astute players will also take note that vehicles pivot about their midpoint rather than from their front. This actually makes the turns slightly tighter and looks more convincing too.

Turning with Thrusters
Thrusters propel a vehicle straight forward. The driver is slammed back in his seat, arms rigid, feet planted firmly on the pedals, a big toothy grin plastered all over his face. It takes all his strength just to steer a straight line, let alone try to turn the vehicle. Nonetheless some try. When moving under thrusters the driver can attempt to turn a vehicle once at the end of each thrust move. To keep control the driver must take and pass a Cool Check. If the test is passed then the vehicle may turn by pivoting up to 45°. The driver can then thrust again if he wishes. If the test is failed the vehicle slews a further D6“ straight ahead and its movement ends for that turn. 

THRUSTER BUSTER TABLE
Roll a D6 to determine what happens.
1) Spin: The vehicle remains where it is but spins round to face a random direction. Use the Scatter dice to determine the direction the vehicle now faces.
2) Move D6" straight ahead and spin: The vehicle moves D6" straight forward and then spins as described above.
3) Swerve left/right and move D6" ahead: The vehicle pivots 45° either to its left or right (D6: 1-3 left, 4-6 right) and then moves forward D6".
4+) Move D6" straight ahead: The vehicle moves D6" straight forward before the thrusters give out. 

After failing a Thrust test a vehicle’s movement is ended. 

Vehicles without a driver.

If a vehicle is left without a driver for any reason (because he has been slain, thrown overboard, or whatever) the vehicle will slew randomly immediately and in each subsequent movement phase until the driver is replaced. The vehicle swerves 45° left or right (roll a D6 – 1-3 = left, 4-6 = right) and moves D6“ forward. This is the only movement a driverless vehicle can make during its turn. See Boarding Actions for more details about drivers getting distracted by unsociable types trying to blow them up or crack their skulls.

Ramps and Jumps.

When a vehicle uses a Thrust move to move over a piece of terrain that has been designated a ramp/jump, they will automatically move an additional D3” (D3+1 for Bikes) per Thrust move made prior to leaving the top of the terrain piece, this move will take them over any intervening terrain or vehicles with no penalties, but if they land on a terrain piece they count as crashing head on, if they land on another vehicle it counts as both vehicles crashing head on, if the vehicle survives roll a scatter die to decide its landing position on the board taking it off the edge of the terrain/opposing vehicle by one inch, and another to decide its facing. If the extra move is completed successfully without a crash the driver must pass a CL test or roll on the thruster buster table and take a single point of ram damage, if the test is passed the driver may make a 45 degree turn on the spot he lands. Whether or not the test is passed the vehicle may continue moving if it has any movement left. 


Tailing and Racing.
If you move a vehicle so that it is nose to tail with an enemy vehicle and no more than 2" away, then you can declare your driver will tail the enemy. This allows the vehicle to move when the enemy moves. If you move a vehicle alongside an enemy, so that they are side-by-side, going in the same direction, and no more than 2" away, then you can declare the driver will race the enemy. This allows the vehicle to move as the enemy moves, racing along side-by-side. Tailing and racing are both ‘chases’ and use the same rulesHaving declared your driver’s intention to tail or race you surrender any remaining movement and actions the vehicle/driver might have. Any further movement is subsumed into the enemy’s activation.

In the enemy’s driver’s activation a tailing vehicle will literally follow the vehicle in front. Racing vehicles will drive along side-by-side. This is treated as a new move for the chaser, so he can follow the enemy using gas engine actions at first, after which he will need to use thrusters to keep up. When the enemy turns the chaser can attempt to follow. He can do this twice in the normal manner under gas power. If the enemy uses thrusters to move away a driver can only keep pace by using his own thrusters. Should the enemy turn under thrusters then you must make a CL test to turn too. If the enemy turns and your driver fails to follow, then your driver has been shaken off and he ceases to tail/race. If a chasing vehicle is shaken off because of a failed Thrust test or failing to turn while using thrusters it suffers the usual consequences: ie, rolling on the Thruster Buster Table or skidding forward D6". 

If the enemy vehicle moves in such a way that a racer cannot move without hitting something then the driver must take an INT test to reposition the vehicle either behind or to the other side of the enemy. If successful then the driver continues the race or falls back into a tailing position. If he fails then he has been shaken off and ceases to chase. A chasing vehicle can always opt to give up the chase voluntarily and simply stop moving.

Chasers Shooting.

As chasing vehicles keep pace with the enemy they will almost certainly be pouring fire into the enemy vehicle. In the game shooting happens in the individual models activation, but in actuality a chasing vehicle is ideally placed because the foe is right in its sights. To represent this everyone onboard a chasing vehicle which has successfully kept pace in at least one opposing drivers activation can shoot at the enemy it is chasing without penalties for either vehicle moving or using thrusters in their last activation. 

RAM RAM RAM!


This section deals with rams, collisions and all rules for physical contact between a vehicle and other vehicles, warriors on foot, and solid objects such as rocks, wreckage and obstacles. Ramming is just one way in which two vehicles can touch while moving – they can also collide accidentally and they can sideswipe or rake as we’ll see later.

FOUR QUARTERS
For purposes of explaining the rules for ramming, sideswipes and rakes, it is useful to divide the zones around the vehicle into four zones or quadrants; front, sides and rear. Each zone is extended from the centre of the vehicle though the corners of the vehicle.

RAMMING

No surprises here – a ram describes the situation where a vehicle (‘rammer’) is driven front first into another vehicle (‘target’). The target must lie mostly within the frontal zone of the rammer. If the target lies mostly to the side or rear then you are sideswiping, raking or colliding as described later. The results of a ram are worked out as soon as you move your vehicle against another, before completing the vehicle’s movement, and before moving anything else.

RAMS TO THE SIDE OR REAR
If you attempt to ram a moving enemy vehicle in the side or rear then the enemy driver can attempt to swerve out of the way at the last minute by passing a CL test. If the test is passed then he has successfully swerved aside. Otherwise he has failed to do so and his vehicle is rammed. Note that an immobilised vehicle, or a vehicle which did not move in its previous activation and which is therefore judged to be stationary, cannot try to avoid a ram.

SWERVE
When a successful swerve is made the target vehicle is simply moved to the left or right out of the rammer’s path. The vehicle isn’t permitted to move backwards to avoid a ram, but it can move in any other direction forwards, left or right, though a swerving vehicle can’t move so that it rams, rakes or sideswipes something itself. Once the vehicle has swerved aside it is pivoted 45° in the direction it has moved. For example, if the vehicle moves to its left then turn it 45° to the left, if it moves to its right turn it 45° to its right. In most cases it will be obvious which way to pivot the swerving vehicle, but where it isn’t immediately apparent it is permissible to pivot randomly to the left or right (D6 – 1-3 left; 4-6 right). It is important to pivot the vehicle one way or the other because this represents the sudden and unnerving change in direction as the driver hauls the vehicle aside at the last second! If a target vehicle swerves out of the way the rammer carries on moving in a straight line and must move his full remaining movement distance. This might result in the rammer hitting another vehicle, or even colliding with a solid object, in which case these actions are resolved immediately.

HEAD ON RAMS (PLAYING CHICKEN)
Front to front rams between moving vehicles are worked out slightly differently because the target vehicle has to decide which way to swerve and might well get it wrong! Move the rammer up to the enemy vehicle so that they touch. Then each player takes a D6 and secretly places it on the table behind his cupped hand, choosing a number of between 1 and 6 as he does so. A score of 1 or 2 indicates the vehicle will swerve to its left, a 3 or 4 indicates it will carry on ahead, and 5 or 6 that it will swerve to its right. No CL test is needed for either vehicle in this case. Once both players have nominated the direction they will take using the dice the scores are revealed. Both vehicles are then pivoted in the nominated direction. If both vehicles go straight forward or swerve into each other then they have hit head on. The ramming vehicle’s move is over for the turn (very suddenly over!). Otherwise the target has avoided the rammer, and the ramming vehicle completes its remaining move to the full. The target vehicle is moved aside as required to make way for the rammer as he speeds past.

CRUNCH!
Following a successful ram work out damage to both vehicles as described below in the section on damage from rams. Having worked out damage, and assuming the rammer is not immobilised by the impact, the rammed vehicle is pushed out of the path of the rammer. Usually it will be obvious which way the target vehicle should be pushed aside. If it is not obvious then push the target randomly to the left or right of the rammer’s path (D6 – 1, 2, 3 left; 4, 5, 6 right). The target is then swerved 45° in the direction it has been been pushed. Again, the direction the vehicle swerves in will usually be obvious, but if not a random dice roll will decide. Once the target vehicle has been pushed aside the rammer must complete his full move in a straight line. In the case of head on collisions both vehicles come to an immediate stop. The target isn’t pushed aside and the rammer’s move is ended.

DAMAGE FROM RAMS
Firstly determine which location is hit by rolling a D6 on the damage table for the
vehicle. Then resolve the effect of the damage by rolling on the relevant damage table for that location.

HEAD ON (front to front)
Head on rams are the most dangerous to both vehicles! Both the rammer and the target suffer D6 wounds. In addition, a D6 is rolled for each vehicle, and the vehicle is immobilised for the rest of the game on a D6 roll of 4 or more. In the case of a bike ramming or being rammed by a larger vehicle, the larger vehicle only takes 1 point of damage, not D6.

SHUNT (front to rear)
The rammed vehicle suffers 1 point of damage. In the case of bikes, a bike shunting a larger vehicle can inflict no damage, but a larger vehicle shunting a bike inflicts D3 damage.

T-BONE (front to side)
Inflicts D3 points of damage to the target and 1 point of damage on the rammer. In the case of bikes, a larger vehicle takes no damage when ramming a bike in the side or when it is rammed by a bike in the side.


RAKES AND SIDE SWIPES
Rakes and sideswipes occur when vehicles pass side by side. When travelling in the same direction this is called a sideswipe. When travelling in opposite directions it is called a rake. Rakes and sideswipes work in the same way. If you move past another vehicle you can attempt to swipe them as you go past. You can do this if you pass within 2" – declare you are doing so and halt the model momentarily whilst you work out the effect. Vehicles must be side to side to do this. The enemy can try to avoid the swipe or rake by swerving aside in the same way as for a ram. If the driver is successful swerve the vehicle to one side to show that he has turned, but there is no need to move the target from its position. The raker or swiper then completes his move. If the enemy fails to avoid the rake/swipe work out damage from the table below and then finish the attacker’s move.

DAMAGE FROM RAKES AND SIDE-SWIPES

SIDE SWIPES
These are the least dangerous for the vehicles involved. Roll a D6 for each vehicle. On a roll of 4 or more the vehicle suffers 1 damage and also swerves away from the other vehicle. If a bike is involved in a sideswipe with any other kind of vehicle, the bike is affected as normal but the vehicle takes no damage and doesn’t swerve.

RAKES
These can be nasty! D3 damage is inflicted on both vehicles. Both vehicles swerve aside at point of contact (they bounce off each other!). If a bike is involved in a rake with any other kind of vehicle, the bike is affected as normal but the vehicle takes D3-1 damage and doesn’t swerve.

Ramming fighters

SQUASHING DOWNED MODELS
Downed models are at the mercy of vehicles, because they can’t get out of the way! If a downed model is rammed, raked, sideswiped or collided with by a vehicle it can’t take an Initiative test to avoid it and will take a S4 D2 hit before being bounced D3" out of the way to the left or right. .

SQUASHING MODELS ON FOOT
If a vehicle rams a model on foot, the fighter must pass an I test to dodge aside or else get run over. If the test is passed they successfully jump aside enough to avoid the vehicle. Move the model to the left or right enough to get him out of the vehicle’s path. If the test is failed he fails to leap aside and is struck by the vehicle. The model takes a S4 D2 hit before being knocked randomly out of the vehicle’s path D3" to the left or right.

Footers can also fall victim to rakes or sideswipes or collisions. If a vehicle moves so that its side passes within 2" of a model on foot it can jink in order to sideswipe or rake them in passing. A vehicle also might collide with a footer, accidentally crushing them as it spins or swerves out of control. In both cases the footer model can make an I test to jump out of the way as for a ram. If the test is failed the model takes a S4 D2 hit and is knocked D3" away from the vehicle.

COLLISIONS

If a vehicle is obliged to move into another vehicle this is referred to as a collision. If a vehicle is travelling a certain distance before spinning or swerving move it into contact and then spin/swerve it immediately. Any vehicle (friend or foe) can try to avoid a collision by passing a CL test to swerve aside. If the test is successful swerve the vehicle out of the other vehicle’s path in the same way as for a ram. Obviously immobilised or stationary vehicles cannot get out of the way.

COLLISION DAMAGE

FRONT TO FRONT
. Each vehicle involved suffers D6 damage and is immobilised on a D6 roll of 4, 5 or 6. If a bike is involved in a front to front collision with any other kind of vehicle, the bike is affected as normal but the vehicle takes only 1 point of damage and isn’t immobilised.

FRONT OR REAR STRIKES SIDE OR REAR
Both vehicles take 1 point of damage. A bike colliding with a larger vehicle suffers D3 points of damage instead of just 1.

SIDE TO SIDE
If the vehicles are moving in opposite directions they take D3 damage each. If they are moving in the same direction or one of them is stationary they take 1 damage on a D6 roll of 4+. Bikes inflict no damage when going in the same direction and only D3-1 going in the opposite direction.

CRASHES

If a vehicle crashes front-first into an obstacle its move ends immediately. If a vehicle strikes an obstacle with its side or rear (somehow) it will bounce off – swerve the vehicle away from the obstacle after damage has been resolved. A vehicle can continue moving after a side or rear end crash if it is not immobilised by damage. Damage for crashes is as collisions. Note that a vehicle may not swerve to avoid a crash as with collisions and rams.

CLIPS
Sometimes two vehicles (or a vehicle and object) will touch, but only just, and it isn’t entirely clear whether a ram or collision has occurred or not. This is an inevitable result of the shape and variety of design of the vehicles themselves. When you can’t make your mind up whether a ram or collision has occurred or not then the vehicles have clearly ’clipped’ each other possibly causing damage but equally possibly not. Roll a D6. On a 1-3 the vehicles have merely glanced from each other causing no real damage, on a 4-6 the vehicles have collided in a more substantial way and damage is resolved as for a ram or collision as appropriate.

SLOW MANOEUVRES
During a slow manoeuvres action a vehicle cannot Ram, Collide or Crash, it stops as soon as it contacts any model, obstacle or vehicle

Shooting at Vehicles.

When shooting at vehicles it is always +1 to hit before other modifiers apply as it is a large target. If a vehicle ‘Thrusts’ during its last activation an additional -1 penalty is applied when targeting it and when firing from it.
Hits on vehicles are resolved in these steps-

1. Location roll
To establish where the vehicle is hit roll a D6 and consult the hit location table. For example a location roll of 3 on a truck would yield a hit on the wheel.

2. Wound roll
Roll to wound vs the location’s toughness as normal

3. Vehicle makes armour save
Each location has it’s own armour value, if the save is failed reduce that locations wounds as normal.

4. Roll injury dice and consult location table.
If the location is reduced to 0 wounds roll injury Dice and apply the result on the location damage table. Some damage results will make a vehicle swerve or spin, or crew members may be blown off the vehicle by the force of the blast. Resolve any random movement like this immediately. 

Shooting from Vehicles.

When shooting from vehicles it is always -1 to hit before other modifiers apply if the vehicle moved in it’s last activation. An additional -1 will apply if the vehicle Thrusted during it’s last activation- note that ‘bolted on weapons’ do not suffer the initial movement penalty, but will still be effected by Thrusting.

Crew may fire non-unwieldy weapons as normal drawing LoS and range from their position on the vehicle (or a doorway or firing point if it is enclosed) Template weapons are placed touching the vehicle rather than the fighter, and cannot be fired from the front arc.

Drivers may only fire pistols or Bolted on weapons allocated to them, and cannot fire in the rear arc.
If a grenade or blast weapon is fumbled when firing from a vehicle, it hits the entire crew and they do not gain any bonus toughness or save. 


Special weapon rules against vehicles
  • Scattershot- If a Scatter shot weapon successfully wounds a Passenger compartment treat it as a template weapon.
  • Plasma weapons- vehicle mounted plasma weapons that are not 2 bolted together lose the unstable rule.
  • Grapnels- if a vehicle is targeted and does not move outside the weapons range then the user may move as normal in the following turn, if the vehicle does move out of range the Grapnel user must pass a strength test or be dragged D6” towards it, taking a S3 hit plus any other falling damage normally caused, if the test is passed the fighter will move with the vehicle each time it moves, (like tailing/chasing) requiring a separate strength test for each turn or Thrust made by the vehicle.
  • Blast and Template weapons: Any Blast based weapons will do D3 hits on the vehicle if the centre of the blast is over the vehicle, only 1 if not. Template weapons always inflict D3 hits.  If the ‘passengers’  location is hit by either Template of Blast weapons then roll to wound every passenger on board individually.
  • Toxin and Gas Weapons: Toxin and gas weapons have no additional effects on vehicles, though they may still affect  the passengers and driver if hit.
  • Rad weapons: ignore the additional flesh wound caused by these weapons.
  • Melta weapons: Melta weapons at short range do double damage against vehicles, but must roll injury dice as normal. 
  • Knockback- vehicles are immune to knockback, however if a member of crew is hit with a knockback weapon they must pass an I test or be Thrown overboard.
  • Harpoon guns: Vehicles cannot be moved by harpoon guns effects, though members of the crew can be dragged overboard- this is the same as being Thrown, but instead of a random direction they go straight toward the attacker. Instead of using a direct line to determine if the attack hits multiple models, a harpoon will instead hit D3 locations when fired.
  • Other odd weapons: Weapons which hit multiple models in range without a template,  or use any other method of attacking should be resolved using common sense- most of the time simply allow them to hit D3 locations instead of 1, but obviously I can’t cover every situation here.

Boarding actions

JUMPING ON BOARD 
A warrior on foot who charges so that he is touching the sides or rear of a moving vehicle can attempt to clamber on board. He cannot attempt to climb on from the front as he would simply be run over! In order to climb on board the warrior must pass an Initiative test. If successful, the warrior manages to clamber aboard. If he fails to jump on board they are Thrown as below.

When a fighter successfully climbs onto an enemy vehicle he must fight one of its crew in the following hand-to-hand combat phase. The enemy can nominate any one of the crew, including driver, to fight
(Note that the enemy may not nominate a fighter which has been pinned to fight unless there are no other fighters available.)

Work out the hand-to-hand combat as normal.
The attacker receives the +1 attack bonus for charging, but suffers -1 to all attack rolls in the first round of combat.
A fighter who is injured and goes down in a hand-to-hand combat on a vehicle is not automatically taken out of action, he is Thrown instead (see below)
Any model on board a boarded vehicle can choose to attack the attacker, but due to confusion and cramped conditions no benefits or penalties for multiple fighters in combat will apply.
A fighter on board a moving vehicle can always decide to jump out in his movement phase, he is not obliged to remain onboard and fight an enemy even if engaged. The fighter must pass an I test- if they pass they may place themselves pinned anywhere within 1” of the vehicle. If they fail they are Thrown- see below.
There are no follow up moves in these combats.

Thrown fighters
Thrown fighters are bounced D3" from the vehicle in a random direction, and suffers a single S3 D1 hit on a D6 roll of 4 or more. The fighter is now pinned.

Vehicles in Melee
Unless they have been immobilised, vehicles which moved in their previous activation are assumed to be in constant motion. Moving vehicles don’t take part in hand-to-hand combat as such. However vehicles can swipe at warriors or other vehicles as they pass, although this is worked out in the movement phase along with rams, sideswipes and such like. This is explained in the section entitled Ram! Ram! Ram!

DRIVERS AND BIKE RIDERS

If a driver or bike rider is thrown overboard then another crewman must attempt to take over the controls. This is a simple action available to any fighter on board. A crewman who has attacked or been attacked by an enemy in melee this turn combat cannot do this, as he is too busy fighting.

Take Over (simple): Make an I test, if passed the fighter becomes the driver and all rules apply- the fighter suffers -1 to all CL rolls whilst driving. If they fail then the vehicle will automatically swerve randomly left or right and move D6" immediately and in each following end phase. Otherwise the vehicle cannot be turned or controlled by the fighters on board.

A further attempt to take over the driving seat can be made each activation in the case of a vehicle other than a bike. A vehicle will simply blunder vaguely forward until it hits something or runs off the tabletop. However, in the case of a bike you only get one chance! If this fails the bike falls to the ground at the end of its random move and is crippled and immobilised for the rest of the game. Any warrior still clinging to the bike is thrown D3" in a random direction and takes a Strength 3 hit on the D6 roll of a 4 or more.

JUMPING FROM VEHICLE TO VEHICLE
Warriors can attempt to jump from one moving vehicle to another (friendly or enemy) . If a vehicle is within 2” of another then warriors on board can attempt to jump the gap (assuming it is their activation). The player must move his vehicle so that it is side-by-side with the vehicle to be boarded. It is not possible to jump front to side, front to rear, or in any other manner.

Make an I test when a fighter jumps, if they pass they have successfully jumped onboard. Any warrior who fails has fallen between the vehicles and suffers a Strength 3 damage 1 hit on the D6 score of a 4 or more.
Warriors jumping on board an enemy vehicle resolve hand-to-hand combat in the same way as described in the boarding actions section.

STATIONARY VEHICLES
If a vehicle is immobilised, or if it did not move in its previous activation, it is judged to be stationary. A stationary vehicle is effectively part of the scenery, and can be fought in or over in the same way as a pile of rocks, heap of Upgrades, or patch of fungi. No roll is required to board it. fighters don’t get thrown overboard if defeated. All the normal hand-to-hand combat rules apply.

DAMAGING A STATIONARY VEHICLE
A warrior who finds himself unopposed on a vehicle can attempt to damage the vehicle itself should he so wish. He can do this either by shooting at point blank range or by bashing the vehicle in hand-to-hand In these circumstances the warrior will automatically hit or strike, and can choose the location affected. Damage is then worked out as normal. 

Tables: 

DRIVING SKILLS

These skills only come into effect when the Fighter is driving a vehicle.

1) Shadow: The warrior is especially skilled in following other vehicles. The driver may re-roll any Cl tests he has to take whilst chasing an enemy vehicle.
2) Skid Start: A driver with this skill may use thrusters actions after making a slow speed manoeuvre action.
3) Get Away Driver: The driver is well practised in losing following vehicles. The driver dodges and weaves through the desert and aims for pot holes and cracks in an attempt to shake the tailing vehicle. The chasing driver must pass a INT test at the start of your turn; failure means they cannot chase your skilled driver.
4) Stunt Driver: The driver has had lots of experience with out of control vehicles. If the vehicle spins for any reason the Scatter dice may be re-rolled if you wish. The dice cannot be re-rolled more than once and the second result always stands. In addition If the vehicle swerves then the player may choose which way the driver turns.
5) Emergency Stop: If compulsory movement (like a failed turn under thrusters) makes the warrior’s vehicle crash into scenery or collide with another vehicle, the player may choose to make an emergency stop. Before working out the effects of the crash or collision, the driver must test against his CL. If he passes the vehicle stops just short of the obstacle and no damage occurs, but each warrior on board must roll equal to or under their Strength on a D6 to stay on the vehicle. If they fail they are thrown D6" in the direction of travel and take a Strength 3 hit on a D6 roll of 4+. If the test fails the crash or collision is worked out as normal.
6) Skid Turns: A driver with this skill may make one skid turn in his vehicle at the start or end of its gas engine move. Roll a D6: on the score of a 1-3 the vehicle goes out of control during the skid turn and moves D6" in a random direction (roll a Scatter dice) and then spins. On the score of 4-6 the skid turn is successful. The warrior may make a skid turn up to 180°. The vehicle may continue moving after a skid turn even if it is unsuccessful. 

Vehicle permanent damage table.

11 IMPROVED!
Once the Cogboys have finished knocking the vehicle back into shape it proves to be much better than it was before! All permanent damage suffered by the vehicle in its illustrious lifetime is fixed and has no further effect!

12-36 FIXED
It looks a lot worse than it is and with a few extra nails and a lick of paint the Techpriest fixes the vehicle up as good as new (sort of).

•41- 42 BADLY MANGLED
The vehicle and one ganger of your choice can’t be used in the next battle because it takes so long to fix.

43-44 ’ARD LOOKING
The scrapes, bullet holes and scorch marks combine to make the vehicle look really hard. All the warriors on board the ’ard looking vehicle gain +1 to their CL for their justifiable pride in it.

45-46 ANNOYING SQUEAK
The driver suffers -1 CL  when rolling to swerve, and when trying to turn whilst using thrusters.

•51-52 BONESHAKER
When it’s moving, this vehicle shakes wildly, giving everyone on board an additional  -1 to hit modifier when they shoot.

53-54 STEERING JAMS
When you take a CL test to make a turn while using thrusters with this vehicle you also have to roll a D6, and score equal to or under the driver’s Strength. If you fail no turn is made and the vehicle moves D6" ahead like a normal failed turn.

55-56 BENT CHASSIS
Whenever the vehicle takes a Thrust test from now on it takes a -1 modifier on the D6 roll, making it more likely to fail.

61-63 ARMOUR WEAKENED
The vehicle’s toughness is reduced by 1 point on all locations.

64-66 DESTROYED
The vehicle is completely wrecked and cannot be repaired. If one gang bottled out, the other gang can leave one of their fighters to strip it, gaining an extra 2D6x10 credits  from salvaging the scrap. The fighter left behind can’t be used in the next game.


Trucks, tracks and Buggies damage tables
1) CREW (random member)
Toughness: as fighter +2 Save: 5+ Wounds: as fighter
If there is no crew on the vehicle then the driver is hit instead
If any warrior goes down from a hit the warrior will fall off the vehicle and land D3" away in a random direction, suffering another S3 hit.
2) FIXED WEAPON
Toughness: 8 Save: 5+ wounds 3
If the vehicle has no fixed weapons then the crew is hit.
Skull: Weapon explodes – 1S4 hit on the gunner and the weapon may not be used for the rest of the battle.
Serious Injury:  Ammo clip destroyed – The weapon may not be used for the rest of the battle.
Flesh Wound: The weapon is at -1 to hit for the rest of this battle.
3) UPGRADES
Toughness: 8 Save: 5+ Wounds: 2
If the vehicle has any extra bits of kit – such as boarding planks, extra armour plates, or whatever – then randomise which is hit. If there are none the engine is hit
Skull: Upgrade is Destroyed and a single wound is caused to the engine.
Serious Injury:  Upgrade is destroyed
Flesh Wound: no effect.
4) WHEEL/TRACK
Toughness: 8 Save: 4+ Wounds: 3
Skull: Nob pins destroyed – The vehicle spins and is immobilised.
Serious injury:  Drivel pipe bent – The vehicle swerves.
Flesh Wound:  Upper cog links damaged – Reduce all moves by -1" (gas engines and each thrust). If moves are reduced to zero then the vehicle is crippled.
5) DRIVER
Toughness: as driver +3 Save: 4+ Wounds: as driver
If there is no driver, the engine is hit instead.
If the driver goes down, or is taken out of action then the vehicle will swerve and move D6"ahead immediately. A member of the crew can try to take over as described in the rules.
6) ENGINES
Toughness: 10 Save: 3+ Wounds: 5
Skull: Fuel explodes – Crippling and immobilising the vehicle. All warriors onboard are hurled D6" away in random directions and take 1 S4 hit each.
Serious Injury:  Gammy shaft broken – The vehicle spins and is immobilised. Roll a D6 at the start of each subsequent turn, on a 6 the fuel explodes as in 6, above. The vehicle is crippled
Flesh Wound: Thruster jam – The vehicle immediately thrusts in a straight line until you fail a test or ram/crash into something! If it survives, the vehicle may move normally in future turns after the thruster jam is resolved.

Bikes and trikes damage tables

1) CREW (random member)
Toughness: as fighter Save: as fighter Wounds: as fighter
If there is no crew on the vehicle then the driver is hit instead
If any warrior goes down from a hit the warrior will fall off the vehicle and land D3" away in a random direction, suffering another S3 hit.
2) FIXED WEAPON
Toughness: 7 Save: 5+ wounds 2
If the vehicle has no fixed weapons then the crew is hit.
Skull: Weapon explodes – 1S4 hit on the gunner and the weapon may not be used for the rest of the battle.
Serious Injury:  Ammo clip destroyed – The weapon may not be used for the rest of the battle.
Flesh Wound: The weapon is at -1 to hit for the rest of this battle.
3) UPGRADES
Toughness: 6 Save: 5+ Wounds: 1
If the vehicle has any extra bits of kit – such as boarding planks, extra armour plates, or whatever – then randomise which is hit. If there are none the engine is hit
Skull: Upgrade is Destroyed and a single wound is caused to the engine.
Serious Injury:  Upgrade is destroyed
Flesh Wound: no effect.
4) WHEEL/TRACK
Toughness: 6 Save: 5+ Wounds: 2
Skull: Nob pins destroyed – The vehicle spins and is immobilised.
Serious injury:  Drivel pipe bent – The vehicle swerves.
Flesh Wound:  Upper cog links damaged – Reduce all moves by -1" (gas engines and each thrust). If moves are reduced to zero then the vehicle is crippled.
5) DRIVER
Toughness: as driver +1 Save: As driver +1 Wounds: as driver
If there is no driver, the engine is hit instead.
If the driver goes down, or is taken out of action then the vehicle will swerve and move D6"ahead immediately. A member of the crew can try to take over as described in the rules.
6) ENGINES
Toughness: 8 Save: 5+ Wounds: 3
Skull: Fuel explodes – Crippling and immobilising the vehicle. All warriors onboard are hurled D6" away in random directions and take 1 S4 hit each.
Serious Injury:  Gammy shaft broken – The vehicle spins and is immobilised. Roll a D6 at the start of each subsequent turn, on a 6 the fuel explodes as in 6, above. The vehicle is crippled
Flesh Wound: Thruster jam – The vehicle immediately thrusts in a straight line until you fail a test or ram/crash into something! If it survives, the vehicle may move normally in future turns after the thruster jam is resolved. 

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