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
|
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 rules. Having 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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