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Necromunda: Road War Campaign Rules Part 1


NECROMUNDA: ROAD WAR CAMPAIGN RULES
DESIGNED AND WRITTEN BY: COMMANDER CHEAPSKATE
INTRODUCTION
Out beyond the borders of Hive Primus lay the burnt, toxic, and violent wastelands known as the Ash Wastes.
While in the Underhive, there are laws, rules, traditions, and even some semblance of order; in the Ash Wastes there is only one immutable commandment: Survive.
Here, tribes of nomadic outcasts, mutants, and other undesirables roam the blasted wastes in search of scrap, salvage, and fuel. Only those mobile enough to scavenge, vicious enough to kill, can call this hopeless ruin home.
And though the open road might be a white-lined nightmare, those who inhabit the wastes find ever more inventive way to see the next day.
In the Road War setting, vehicles are extremely important additions to a gang. They offer high mobility, exceptional firepower, and act as home as very few things can in the Ash Wastes.
Vehicles are crewed by chosen members of a gang, and vehicles divided into different COMPONENTS. Both crew and components can be individually targeted by enemy attack and destroyed to cripple vehicles in a variety of ways.
Destroying Engines and Wheels cripple a vehicle, making it easy prey. Drivers and Gunners might be gunned down and slain, halting the vehicle entirely and making its firepower useless.
In worse cases, a vehicle may be hijacked by an enemy and used in the midst of battle!
Well-equipped gangs, supported with the right set of wheels will dominate over its foes, delivering fighters into battle with both firepower and style.
Every gang and their vehicles are different, bringing a unique play style to the game. Gangs might purchase ridiculously powerful engines to run down their prey. Some might purchase ramming prows and improvised armor to create high speed battering rams. While others might equip Gang Paint Jobs, Boarding Planks, and dare the high risk/high reward of “Pole-Catting” onto enemy vehicles.
Even if a vehicle should erupt into a crimson ball of flame, destruction is rarely the end; for even broken chassis can often be salvaged and repaired after the battle.
In the end, a gang's vehicles are intended to become as important to the gang as its fighters. Build, modify, and convert to your heart's desire to create the most inspiring of fuel-injected murder machines!
Dominance in the Ash Wastes is only a matter of price, how much blood and cash are you willing to pay?
Rev it up and summon your crews, for if you thought the Underhive was an unforgiving place, welcome to the Ash Wastes...
1. VEHICLES AND COMPONENTS
A vehicle consists of a series of Components instead of a single profile. Components of every vehicle are: HULL, ENGINE, DRIVE, WEAPON MOUNTS, EQUIPMENT, AND CREW
HULL
The Hull is the chassis of the vehicle, all other components are attached to it and its destruction will destroy the vehicle over all.
WHEN THE HULL IS DESTROYED, THE VEHICLE IS CONSIDERED WRECKED! ENGINE
The Engine provides the Movement Characteristic for the vehicle. If the engine should be destroyed, the vehicle is permanently immobilized.
WHEN THE ENGINE IS DESTROYED, THE VEHICLE IS CONSIDERED IMMOBILIZED.
DRIVE
The Drive is what provides the vehicle locomotion. There might be anything that propels a vehicle, wheels, tracks, or even legs. Whatever it is, there is a single profile with multiple wounds to represent them. Loss of Drive will affect how fast a vehicle can move.
FOR EACH DRIVE LOST, THE VEHICLE LOSES A FRACTION OF ITS MOBILITY. LOSING ALL OF A VEHICLES DRIVE WILL IMMOBILIZE IT.
For example: if a vehicle has a movement of 12” and uses four wheels as its Drive, the loss of each wheel will reduce the vehicle's Movement Characteristic by 1⁄4. In this case, 3” will be reduced from the vehicle's Movement Characteristic. In cases where the fraction is not a whole number of inches, round down to the nearest inch.
WEAPON MOUNTS
Individual weapons on vehicles, whether mounted upon the hull, pintle, or a turret will also have their own profiles. You may mount any shooting weapon from a Gang's stash. Below is the profile for Weapon Mounts:
DESTRUCTION OF A WEAPON MOUNT WILL DISABLE THE WEAPON FOR THE REST OF THE GAME.
Type
Direction
T
W
Sv
Hull Mount
Front Arc
4
2
5+
Pintle Mount
180 Degree Arc
4
2
5+
Turret Mount
360 Degree Arc
5
3
4+
EQUIPMENT
Equipment consists of upgrades and additions made to a vehicle and can offer a variety of benefits to a vehicle. See the rules for individual Equipment in the Trading Post Section of the rules.
2. CREW SLOTS
Crew are a special component; the vehicle relies upon individual crew to operate its equipment. If a fighter is killed or leaves the vehicle, that slot is no longer functional.
A CREW SLOT MAY BE OCCUPIED BY ANY FIGHTER IN THE CONTROLLING PLAYER'S GANG.
Crew slots consist of the following types:
DRIVER
Every vehicle requires a Driver to operate it. The driver moves the vehicle and operates any Hull Mounted Weapons.
IF A DRIVER SLOT IS UNCREWED, THE VEHICLE CAN'T MOVE OR TURN. GUNNER
The Gunner operates a vehicle's Hull or Pintle Mounted Weapons. Each Gunner is associated with a specific weapon or weapons on the vehicle.
IF A GUNNER SLOT IS UNCREWED, THOSE WEAPONS MAY NOT PERFORM ANY ACTIONS.
PASSENGERS
Passengers have no specific role on the vehicle and are merely along for the ride. Passengers may have specialized equipment associated with certain slots, for example “Pole-Cat” Boarding Pikes.
DRIVERS, GUNNERS, AND PASSENGERS ARE COLLECTIVELY REFERRED TO AS “CREW”
DAMAGING COMPONENETS
Unlike Fighters, the vehicle and its component parts are not organic and don't experience damage in the same way.
WHEN ROLLING THE INJURY DICE, ALL RESULTS INFLICT A NUMBER OF FLESH-WOUNDS INSTEAD OF THEIR NORMAL RESULTS.
Injury Dice Results
Flesh Wound
Seriously Injured
Out of Action
Flesh Wounds
1
2
3
3. ACTIVATION
A vehicle's Crew always activates as a group. The Controlling Player may decide what specific order the Fighters Activate in.
A VEHICLE CAN NEVER BE PART OF ANOTHER GROUP ACTIVATION.
MOVEMENT
When a vehicle activates, the Driver is in control of its movement, the Driver has access to four Actions:
  • Drive (Simple Action): The Vehicle may move to any location within its front arc and in line- of-sight as long as that location is within its Movement characteristic. The Vehicle's new location must fit within its front arc. A vehicle may not turn more than 45 degrees when moving.
  • Reverse (Simple Action): The Vehicle may move backwards to any location within its rear arc and in line-of-sight as that location is within half of its Movement Characteristic. The vehicle's new location must fit within its rear arc. A vehicle may not turn more than 45 degrees when moving.
  • Turn (Simple Action): The Vehicle may turn on the spot up to 90 Degrees in either direction.
  • Evasive Maneuvers (Basic Action): The Driver may choose to use Evasive Maneuvers, all
    shooting from and at the vehicle is at a -1 to hit penalty until the vehicle's next Activation.
  • Dragging (Double Action): The Vehicle may make a Dragging Action. This action is used in
    conjunction with a Harpoon Cannon weapon. During a Dragging Action, the attacker takes the difference between their Movement Characteristic and their opponents, and moves the enemy vehicle reverse in inches. In a situation where a Negative Difference occurs, there is no drag! In addition, Dragging a vehicle is dangerous and hazardous work, after the first round of dragging a vehicle, the attacking driving must pass a Willpower Test for each subsequent round of Dragging. If they fail this Willpower Test, instead of dragging their opponent, they are dragged instead! At any point, however, the Attacking Player, may cut their own line. If they do so, they immediately stop dragging.
  • Ramming (Double Action): The vehicle may make a Ramming Attack. The vehicle may move up to its full distance in the same way as a Drive Action and ends its movement within 1” of an enemy fighter or vehicle. A targeted Fighter immediately takes d6 Automatic Hits with a Strength equal to the Toughness of the vehicle's Hull. If the target is another Vehicle, both Vehicles suffer d3 Automatic Hits, with a Strength equal to the Toughness of the ramming vehicle's Hull.
    MOUNTING, DISMOUNTING, BAIL OUT, AND BOARDING
    A lot can happen to a vehicle and its Crew. Drivers and Gunners may die, Engines explode, you might
need to bail out, or you might want to jump onto an enemy vehicle.
Whatever reason, every fighter in a vehicle's Crew has the option to perform the following Actions:

  • Mount Vehicle (Basic Action): If the vehicle has not moved more than 6” this turn, Fighters within their Movement Range of a vehicle may choose to board an empty Crew Slot. Remove said fighter from the board, for they now occupy the chosen slot on the vehicle. This move may also be used by Fighters already on the Vehicle to move to a different empty Crew Slot.
  • Dismount Vehicle (Basic Action): If the vehicle has moved up to 6” or less, a Fighter may dismount. Place their model within their movement range of the vehicle.
  • Bail Out (Double Action): If for whatever reason, a Fighter needs to escape the vehicle while it is moving, the fighter may bail out. Place the Fighter's model up to their Movement range away from the vehicle. Use the Falling rules to determine how badly they have been hurt. Substitute half of the distance the vehicle traveled for the height the Fighter “Fell”
  • Boarding (Double Action): If a Fighter's vehicle is within 2” of an enemy vehicle (even if it is moving), the Fighter may choose to “Board” the enemy vehicle. A Fighter must pass an Initiative Test in order to board the enemy vehicle. If the fighter fails the Initiative Test, they suffer the Bail Out Action detailed above. If the Fighter successfully boards the enemy vehicle, he must fight 1 member of the enemy crew.
    • Defending Player may choose any fighter to combat the Attacker.
    • Attacker may make one free Close Combat Attack with a +1 Attack Bonus for “Charging”
      in the first round of combat.
    • A fighter who is injured and goes down in Hand-to-Hand Combat suffers the Bail Out
      Action detailed above.
    • Any defender in the crew may fight the attacker, but due to the cramped conditions of
      fighting within a vehicle, no benefits or penalties for multiple fighters in combat will apply.
    • If at any time, the Attacker wishes to leave combat and flee from the enemy vehicle,
      attacker suffers the Bail Out Action as detailed above.
    • There are no follow up moves in these combats.
      SHOOTING AT A VEHICLE
      A vehicle is a tougher target than fighters. Its speed and agility may make it difficult to hit, and striking anything specific on a moving target is extremely difficult.
      The following rules affecting shooting at a vehicle:
  • FOR EVERY 6” A VEHICLE MOVES IN ANY TURN, ANY SHOTS AGAINST IT SUFFER A -1 TO HIT.
  • TARGETING INDIVIDUAL COMPONENT OR CREW SUFFERS A -1 TO HIT
  • IF THE TWO CONDITIONS ABOVE ARE COMBINED INTO A SINGLE ACTION,
    THE SHOOTER'S NEGATIVE MODIFIERS ARE CUMULATIVE.
  • VEHICLES ONLY BENEFIT FROM COVER IF AT LEAST HALF OF THE VEHICLE'S PROFILE IS COVERED BY THE OBSTACLE.
SHOOTING FROM A VEHICLE
The Crew of a vehicle can use their own Sidearms and Weapons to make shooting actions.
  • THE CREW OF A VEHICLE MAY USE ANY WEAPONS WITH THE SIDEARM TRAIT AS NORMAL.
  • ANY PASSENGERS MAY USE ALL OF THEIR AVAILABLE RANGED WEAPONS. Just as shooting a moving vehicle is difficult, the crew experiences same difficulties.
FOR EVERY 6” A VEHICLE MOVES IN A TURN, ANY SHOTS FROM CREW SUFFER A -1 TO HIT.
Hull, Pintle, and Turret mounted weapons are explicitly built to be fired from a moving vehicle and incorporate stabilizers, counter weights, buffers, and other counter measures to improve accuracy on the move.
HULL, PINTLE, AND TURRET MOUNTED WEAPONS IGNORE THE FIRST 6” OF MOVEMENT WHEN CALCULATING THE NEGATIVE MODIFIER TO HIT.
COMBAT WITH VEHICLES
When a vehicle is engaged in combat, attacks may opt to strike any Crew slot or component within 1” of their position. Attackers may target the Hull of the vehicle if they wish.
In turn, any Crew within 1” of an attacker may fight back with any weapons on their own profiles.
IF THE VEHICLE'S DRIVER IS NOT WITHIN 1” OF AN ENEMY, THEN THE VEHICLE IS NOT CONSIDERED ENGAGED.
If the Driver is not locked in combat, the vehicle may drive away in its next activation.
ANY UNENGAGED CREW MAY CONTINUE TO OPERATE THEIR POSITIONS ON THE VEHICLE AS NORMAL, BUT THEY MAY NOT MAKE SHOOTING ATTACKS AT MELEE COMBATANTS.
5. HIJACKING
A situation may arise when a vehicle has no Crew, but is still functional. In such a case, any fighter from any gang who can reach it, may decide to hijack the vehicle. If the game ends with the vehicle in possession of another gang, it is considered theirs until it can be recovered.
6. CREW MORALE, INJURIES, AND DEATH
THE CREW OF A VEHICLE ARE NOT IMMUNE TO BECOMING BROKEN, HOWEVER, THEY CAN'T PERFORM THE RUN FOR COVER MOVE.
Should a member of the Crew of a vehicle become Seriously Injured, they remain in their seat until
they either die or recover. They cannot perform any actions while Seriously Injured. Other Fighters in the vehicle are considered to be in range to Assist them in recovering at the end of the turn.
Deceased Fighters are considered to be pushed out of the vehicle if any other Fighters want to occupy that seat.
7. WEAPON TRAITS EFFECTS ON VEHICLES
  • BLAZE: Fighters with the Blaze status effect abandon their vehicle and cannot do anything
    except attempt to put themselves out.
  • BLAST & TEMPLATE WEAPONS: Blast and Template weapons will hit any Crew and Components that are underneath them, as well as the Hull itself. Resolve the attack against each profile in turn.
  • DRAG: Fighters hit by weapons with the Drag trait are subject to being pulled from the vehicle.
  • KNOCKBACK: If a Fighter in a vehicle fails a test due to the Knockback rule, they fall off of the vehicle.
  • RAD-PHAGE: The Rad-Phage rule does not affect Components or the vehicle Hull, though it still affects Crew as normal.
    8. VEHICLE COMPOSITION
    Below are the generic profiles for the common types of Vehicles in Necromunda Underhive Anarchy Road Campaign Setting.
    HULL
    ENGINE
Type
Example
Crew
T
W
Sv
Cost
Small
Attack Bike
2
5
4
5+
100cr
Medium
Buggy
4
6
4
4+
200cr
Large
Truck
10
6
8
3+
500cr
Superheavy
Large Tank/Crawler
15
8
10
2+
750cr
Type
Example
M
T
W
Sv
Small
Attack Bike
12”
5
2
5+
Medium
Buggy
10”
6
2
4+
Large
Truck
8”
6
3
3+
Superheavy
Large Tank/Crawler
5”
6
5
2+
DRIVE
Type
Effect
T
W
Sv
Cost
Wheel
None
4
2
6+
-
Leg
Agile (Vehicle can move vertically at 1⁄2 Movement).
5
2
4+
100cr
Tracks
Ignores Difficult Terrain
6
4
4+
150cr
WEAPON MOUNTS
Type
T
W
Sv
Usage
Hull Mounted Weapon
4
2
5+
May be mounted anywhere on the hull, facing forward. May be fitted with Basic, Special, or Heavy Weapon from your Stash.
Pintle Mounted Weapon
4
2
5+
Place adjacent to a specific Crew Slot, it with a Basic, Special, or Heavy Weapon from your Stash.
Turret Weapon
5
3
4+
May be placed anywhere on the Hull, may be fitted with Basic, Special, or Heavy Weapon from your Stash.
9. REPAIRING VEHICLES
While on the battlefield, fighters with the Mechanic skill can perform repairs on damaged and destroyed Components, but not on the Hull of the vehicle. To perform repairs, the fighter must use the following action:
Repair (Simple Action): A fighter must be within 1” of a vehicle or mounted upon it in order to repair a vehicle's component. Roll an Intelligence check for the Fighter, if passed, the player may opt to repair one point of Toughness or one point of Wounds.
10. POST BATTLE VEHICLE REPAIRS
In the Post-Battle sequence, a gang may spend 25 Credits per Component or Hull to restore one point of Toughness or one point of Wounds. The price can be reduced, or effects enhanced, depending upon skills and/or territories possessed by the Gang.
11. THE TRAIDING POST
The Trading Post contains a list of spare parts, upgrades, and other useful equipment for vehicles and crews. Below is a list of some items that can be purchased and fitted to a vehicle.
ASH WASTE WEAPONS
Weapons and other equipment are often hard to find and use in the Ash Wastes. Survival is the ultimate rule of the Ash Wastes, so the various denizens who inhabit it have found useful and inventive weapons in order to survive. Below is just a sample of some of the weapons one is able to find in the Ash Wastes. From the humble Wasteland Crossbows and Bows, the primitive and yet powerful javelin like Boom Sticks, and even the living mutated attack pets known as Buzzard Bulls; the Ash Wastes always
find new ways to bring death and destruction to all who enter.
BEG, BORROW, AND STEAL
Ammunition, spare parts, new weapons, and other “luxuries” of Underhive life are not readily available in the trading posts, cantinas, and bizarre of the Ash Wastes. Life is hard in the Wastelands, so to illustrate this, all weapons from the Underhive are subject to the BEG, BORROW, and STEAL special rule. Unless they are weapons from the Ash Waste Weapons Table below, all other weapons suffer from a 6+ Ammo Roll. This is to represent the difficulty in finding reliable sources of ammunition, spare parts, and other equipment to maintain their weapons.
Weapon
Range
Acc.
S
AP
D
AM
Traits
Cost
S
L
S
L
“Rockatansky” Special Sawn-Off Shotgun
4”
8”
+2
-
4
-
1
6+
Plentiful, Scattershot, and Sidearm
15cr
Blunderbuss
8”
12”
+3
-1
3
-
1
6+
Plentiful, Scattershot
10cr
Wasteland Crossbow
8”
24”
+1
-1
4
-
1
2+
Plentiful and Silent
10cr
- Explosive Bolt
8”
24”
-
-1
5
-1
2
6+
Knockback and Limited
20cr
- Incendiary Bolt
8”
24”
-
-1
4
-
1
6+
Blaze and Limited
15cr
Wasteland Crossbow Pistol
4”
12”
+1
-1
4
-
1
2+
Plentiful, Silent, and Sidearm
5cr
- Explosive Bolt
4”
12”
-
-1
5
-1
2
6+
Knockback and Limited
20cr
- Incendiary Bolt
4”
12”
-
-1
4
-
1
6+
Blaze and Limited
15cr
Wasteland Bow
18”
36”
+1
-
3
-
1
2+
Plentiful and Silent
10cr
- Explosive Arrow
18”
36”
-
-
4
-1
2
6+
Knockback and Limited
20cr
- Incendiary Arrow
18”
36”
-
-
3
-
1
6+
Blaze and Limited
15cr
Wasteland Long Bow
24”
40”
+1
-
3
-
1
2+
Plentiful and Silent
15cr
- Explosive Arrow
24”
40”
-
-
4
-1
2
6+
Knockback and Limited
20cr
- Incendiary Arrow
24”
40”
-
-
3
-
1
6+
Blaze and Limited
15cr
Scatter Cannon
8”
16”
+3
-1
4
1
-1
6+
Scattershot and Knockback
50cr
Spear Gun
12”
24”
+1
-
6
-3
D3
6+
Impale, Plentiful, and Knockback
50cr
Harpoon Cannon
6”
12”
+1
-
6
-3
D3
4+
*See VEHICLE WEAPONS TABLE
25cr
-With Cable Winch
6”
12”
+1
-
6
-3
D3
5+
*See VEHICLE WEAPONS TABLE
50cr
-With Chain Winch
6”
12”
+1
-
6
-3
D3
6+
*See VEHICLE WEAPONS TABLE
75cr
Grab Hook
E
2”
-
-
S
-
1
-
Disarm, Melee, Versatile
20cr
Man Catcher
E
2”
-
-
S+1
-1
1
-
Melee, Versatile, and Drag
25cr
Buzzard Bull
E
3”
-
-1
5
-1
3
-
Melee, Versatile, and Disarm
30cr
Double Bladed Knife
E
-
-
-
S
-1
1
-
Backstab, Melee, Parry
15cr
Boom Sticks
S*4
-
+1
4
-1
2
-
Grenade
35cr
Thunder Sticks
S*4
-
-
5
-1
3
-
Grenade
40cr
Burner Sticks
S*4
-
-
4
-
1
-
Grenade, Blaze
40cr
Tox Bomb
S*3
-
-
4
-
1
-
Grenade, Blast 5”, Gas
20cr
Discus/Throwing Axes
S*3
-
-
S
-
1
-
Grenade
10cr
Frag Mines
-
-
-
3
-
1
-
Blast (5”), Knockback, Single Shot
20cr
Krak Mines
-
-
-
6
-2
2
-
Single Shot
40cr
Melta Mines
-
-
-
8
-4
3
-
Blast (5”), Melta, Single Shot
50cr
HULL
Name
Component
Effect
Cost
Hull Blades
Hull
Additional -1 to AP when performing a Ramming Action
40cr
Boarding Spikes
Hull
-2 Penalty towards enemy Initiative checks when attempting to board a vehicle. When opponents use Boarding Planks or “Pole-Cat” Boarding Pikes, enemy fighters must take an Initiative check in order to board.
40cr
Gang Paint Job
Hull
+1 to Cool checks for any friendly fighter in line of sight
30cr
Gang Totem
Hull
The vehicle carries the gang’s Totem or Symbol upon its Hull. Fighters may re-roll failed Nerve Tests if within Line of Sight of Vehicle.
20cr
War Trophies
Hull
The vehicle is decorated with war trophies of kills, wrecks, and other totems captured from past battles. Whenever this vehicle is the target of a Boarding Action or Ramming Action, enemy must pass a CL check with a -1 penalty before it can be done. If the test is failed, the action can’t be performed.
50cr
Gruesome War Trophies
Hull
The vehicle is bedecked with gruesome trophies of war, conquest, and sadism. Dead bodies, skulls, body parts, blood, organs, and other horrors festoon the vehicle’s hull. Whenever this vehicle is the target of a Boarding Action or Ramming Action, enemy must pass a CL check with a -2 Penalty before it can be done. IF the test is failed, the action can’t be performed.
60cr
Wyrd Charms
Hull
The vehicle is festooned with charms, amulets, bits of bone, and other symbols which aid Psykers in the use of their powers. While within Line of Sight of the Vehicle, the Psyker receives a +1 Bonus to Willpower Checks.
20cr
Wyrd Totem
Hull
The vehicle is decorated with a strange totem which resonates with eldritch power which aids Psykers in the use of their powers. While within Line of Sight of the Vehicle, the Psyker may ignore the first Perils of the Warp effects they might suffer. After which, the Psyker becomes vulnerable to Perils of the Warp effects for the rest of the battle.
30cr
Extra Armor
Hull
+1W to Hull and -1” Movement each time this upgrade is taken
50cr
Ammo Cache
Hull
Treated exactly the same as a normal Ammo Cache, just mobile.
50cr
Weapons Cache
Hull
Allows for the Storage of Weapons upon a vehicle. Fighters can treat this upgrade as a “Stash” storing the gang’s weapons. While a crew is occupying the vehicle, they can use weapons stored in the Weapons Cache. Each Cache can hold 10 Weapons in Total.
25cr
Pimped Out!!!
Hull
All friendly fighters onboard the vehicle may re-roll failed Cool, Leadership, and Willpower Checks
60cr
Head Lights
Hull
Allows for Driver and Crew to see 12” in the forward 90 Degree Arc during Blackout Conditions. However, enemies receive a +1 bonus to hit against the vehicle.
25cr
Spot Light
Hull
Allows for Driver and Crew to see 12” in a 180 Degree Arc during Blackout Conditions. However, enemies receive a +1 bonus to hit against the vehicle.
30cr
Flood Lights
Hull
Allows for Driver and Crew to see 12” in a 360 Degree Arc during Blackout Conditions. However, enemies receive a +1 bonus to hit against the vehicle.
40cr
Night Vision Periscope
Hull
Allows for the Driver to see 24” in a forward 90 Degree Arc during Blackout Conditions. However, if attacked with weapons with the Blaze trait, the Thermal Periscope if damage for the remainder of the battle and will not work.
50Cr
Infrared Periscope
Hull
Allows for the Driver to see 24” in a forward 90 Degree Arc during Blackout Conditions.
60cr
Tool Locker
Hull
Allows for the storage of tools and other equipment to aid in the repairing of a vehicle. When a fighter makes a Repair action on a vehicle equipped with a Tool Locker +2 Bonus to the Intelligence Test. Effect can be combined with Spare Parts Chest.
40cr
Spare Parts Chest
Hull
Allows for the storage of spare parts necessary for the repairing of a vehicle. When a fighter makes a Repair action on a vehicle equipped with a Spare Parts Chest +2 Bonus to the Intelligence Test. Effect can be combined with a Tool Locker.
40cr
Loud Speakers
Hull
Allows for the group activation of two vehicles per turn. However, both vehicles must be within 12” of each other in order to group activate.
100cr
Comms
Hull
Allows for the group activation of two vehicles per turn. However, vehicles must be within Line of Sight of each other.
150cr
Comms Network
Hull
Allows for the group activation of the entire gang’s vehicles within a turn. Range and Line of Sight does not matter for this group Activation.
200cr
Boarding Plank
Hull
Range 2”, any crew may drop it at the start of a turn without penalty. Once dropped, any fighter attempting a Boarding Action between these vehicles automatically passes Initiative test. A driver can “shake off” a Boarding Plank by passing a Cool test and taking a single point of damage to the vehicle's Hull Wounds in its own activation.
10cr
“Pole-Cat” Boarding Pikes
Hull
May include only two on any vehicle of a Hull type of Medium and higher. Nominate a member of the crew to be a “Pole-Cat”. They lose all armor and save bonuses from a vehicle, but can make Boarding Actions up to 6” away, and automatically passes Initiative test to board an enemy vehicle. If this upgrade is destroyed, the Crew member suffers the Falling Damage Rules.
30cr
Fighting Platform
Hull
May include up to three on any vehicle of a Hull type of Medium and higher. Increases max crew by two, but decreases vehicle movement by 1” each time this upgrade is taken after the first. This upgrade can't be destroyed.
20cr
Crow’s Nest
Hull
May include up to three on any vehicle of a Hull Type of Medium and higher. A single fighter may occupy a Crow’s Nest. Fighters on a Crow’s Nest may ignore Cover Penalties when shooting at targets, as long as the Crow’s Nest is taller than the scenery in which the enemy fighter is using as Cover. You may mount weapons upon a Crow’s Nest.
30cr
Enclosed Crew
Hull
+2 Toughness and +1 Save. But only half of the crew from the vehicle may fire during Shooting Actions. This upgrade can't be destroyed.
40cr
Drag Claws
Hull
When a vehicle makes a Drag Action +3” to the amount of the targeted vehicle’s drag.
20cr
Enhanced Drag Claws
Hull
When a vehicle makes a Drag Action +5” to the amount of the targeted vehicle’s drag.
40cr
Trencher Claws
Hull
When a vehicle makes a Drag Action +8” to the amount of the targeted vehicle’s drag.
60cr
ENGINE
Name
Component
Effect
Cost
Upgraded Engine
Engine
+1” to vehicle's Movement, but automatically causes 1 wound onto a vehicle's Hull when Engine is destroyed.
50cr
Supercharger
Engine
+2” to vehicle's Movement, but automatically causes d3 wounds onto a vehicle's Hull when Engine is destroyed.
75cr
Turbocharger
Engine
+3” to a vehicle's Movement, but automatically causes d6 wounds onto a vehicle's hull when Engine is destroyed.
150cr
War-Rig Engine
Engine
+4” to a vehicle's Movement, but automatically causes d6+1 wound onto a vehicle's hull when Engine is destroyed.
300cr
Secondary Engine
Engine
Permanently adds an additional engine to the vehicle. If the vehicle's primary engine is destroyed, the Secondary Engine takes over. The Secondary engine maintains the same Movement, Toughness, Wounds, and Save as the previous engine. Secondary Engines may receive the same Engine upgrades as above.
120cr
Thruster Tank
Engine
One use item, +d3” to vehicle's Movement when used. When using a Thruster Tank, roll the Firepower Dice. If an Ammo Check is rolled, make a 4+ Ammo Check. If failed, the Thruster Tank is out of fuel, causes 1 damage to vehicle's engine wounds, and no more Thrusters can be used for the rest of the battle. May purchase multiple Thruster Tanks for vehicles. This upgrade can't be combined with other Thruster Tanks. Refills automatically during the Post-Battle Sequence.
25cr
“Nitro” Thruster Tank
Engine
One use item, +d6”to vehicle's Movement when used When using a “Nitro” Thruster Tank, roll the Firepower Dice. If an Ammo Check is rolled, make a 5+ Ammo Check. If failed, the “Nitro” Thruster Tank is out of fuel, causes d3 Damage to vehicle's engine wounds, and no more Thrusters can be used for the rest of the battle. May purchase multiple “Nitro” Thruster Tanks for vehicles. This upgrade can't be combined with other Thruster Tanks. Refills automatically during the Post-Battle Sequence.
50cr
“Witness Me” Thruster Tank
Engine
One use item, +2d6” to vehicle's Movement when used. When using a “Nitro” Thruster Tank, roll the Firepower Dice. If an Ammo Check is rolled, make a 6+ Ammo Check. If failed, the “Nitro” Thruster Tank is out of fuel, causes d6 Damage to vehicle's engine wounds, and no more Thrusters can be used for the rest of the battle. May purchase multiple “Nitro” Thruster Tanks for vehicles. This upgrade can't be combined with other Thruster Tanks. Refills automatically during the Post-Battle Sequence.
75cr
Kill Switch
Engine
May be purchased up to three times. In a situation where an enemy fighter tries to hijack a vehicle equipped with Kill Switches, they must perform an Intelligence check for each Kill Switch. If successfully passed, the enemy fighter hijacks the vehicle. If they fail, the vehicle will not start and cannot be used.
25cr
DRIVE
Name
Component
Effect
Cost
Spare Tires
Drive: Wheels
If the drive of a vehicle should be damage, fighters may replace the damaged wheel with a Spare Tire with an INSTALL A SPARE Action (Double). Fighters must pass an INT check, if they do, the drive is repaired. Gangs my purchase as many Spare Tires as they would like.
25cr
Run-Flat Tires
Drive: Wheels
-1 to the negative modifier on movement for losing wheels.
60cr
Enhanced Tires
Drive: Wheels
5+ Save on Wheels.
70cr
Armored Tires
Drive: Wheels
4+ Save on Wheels.
100cr
Scythed Tires
Drive: Wheels
When a vehicle rams an enemy fighter or vehicle, causes d3 Impact Hits. The Strength of the Attack is equal to the attacking vehicle's toughness. Also adds +1 to the Drive's Save.
40cr
Spare Hydraulics
Drive: Legs
If the drive of a vehicle should be damage, fighters may replace the damaged Leg with a Spare Hydraulics with an INSTALL A SPARE Action (Double). Fighters must pass an INT check, if they do, the drive is repaired. Gangs my purchase as many Spare Hydraulics as they would like.
25cr
Improved Hydraulics
Drive: Legs
-1 to the negative modifier on movement for losing wheels.
60cr
Military Grade Legs
Drive: Legs
3+ Save on Legs
100cr
Climbing Legs
Drive: Legs
Vehicle can make vertical movements at full Movement value.
75cr
Scythed Legs
Drive: Legs
When a vehicle rams an enemy fighter or vehicle, causes d3 Impact Hits. The Strength of the Attack is equal to the attacking vehicle's toughness. Also adds +1 to the Drive's Save.
40cr
Spare Tracks
Drive: Tracks
If the drive of a vehicle should be damage, fighters may replace the damaged Leg with a Spare Tracks with an INSTALL A SPARE Action (Double). Fighters must pass an INT check, if they do, the drive is repaired. Gangs my purchase as many Spare Tracks as they would like.
25cr
Upgraded Tracks
Drive: Tracks
-1 to the negative modifier on movement for losing wheels.
60cr
Military Grade Tracks
Drive: Tracks
3+ Save on Tracks
100cr
Scythed Tracks
Drive: Tracks
When a vehicle rams an enemy fighter or vehicle, causes d3 Impact Hits. The Strength of the Attack is equal to the attacking vehicle's toughness. Also adds +1 to the Drive's Save.
40cr
WEAPONS
Name
Component
Effect
Cost
Hull Mounted
Weapon
Adds a single Basic, Special, or Heavy Weapon directly the vehicle's Hull. 90 Degree Firing Arc.
25cr+cost of Weapon
Pintle Mounted
Weapon
Adds a single Basic, Special, or Heavy weapon as a Pintle Mount, replacing a Crew Position. 180 Degree Firing Arc.
50cr+cost of Weapon
Turret Mounted
Weapon
Adds a single Basic, Special, or Heavy Weapon as a Turret Mount, replacing a Crew Position. 360 Degree Firing Arc.
100cr+cost of weapon
Smoke Launcher
Hull Weapon
Driver may throw smoke grenades from any point on the hull as a normal Shooting Attack
25cr
Autoloader
Weapon
Attached to a particular weapon, confers a +2 to Ammo Checks.
25cr
Grabbing Claw
Weapon
Attached to the Front, Left, Right, or Rear of the Vehicle. 6” Range, causes 1 Strength 10 Hit with -4AP. Requires one Crew member to fire as a Shooting Action. If the attack is successful, attaches immediately to enemy vehicle. Enemy vehicle can't escape unless this component is completely damaged. If an enemy crew member is attacked, suffers the same damaging hit as above, and the fighter is completely immobilized. If the operator decides to drop the fighter, it suffers the same rules as falling. If the enemy fighter is still grabbed at the end of the game, it is automatically “Captured.” Can also be used to pick up Loot counters.
100cr
Wrecking Ball
Weapon
Attached to the Left, Right, or Rear of the Vehicle. 6” Range, causes d3 Strength 10 Hits. Requires one Crew member to fire as a Shooting Action.
100cr
Mine Dropper
Weapon
Attached to the Rear of the Vehicle. Allows for the deployment of Mines. Mines can be dropped 6” behind the vehicle. Mine Dropper can hold up to five mines of any variety. Requires on Crew member to fire as a Shooting Action.
25cr
Harpoon Cannon
Weapon
Allows a vehicle to perform Dragging Actions on enemy vehicles. For weapon characterizes, please see the ASH WASTE WEAPONS table. The Harpoon Drag Line has Toughness 4 and 1 Wound.
25cr
Harpoon Cannon with Cable Winch
Weapon
Allows a vehicle to perform Dragging Actions on enemy vehicles. For weapon characterizes, please see the ASH WASTE WEAPONS table. The Harpoon Drag Line has Toughness 5 and 2 Wounds.
50cr
Harpoon Cannon with Chain Winch
Weapon
Allows a vehicle to perform Dragging Actions on enemy vehicles. For weapon characterizes, please see the ASH WASTE WEAPONS table. The Harpoon Drag Line has Toughness 6 and 3 Wounds.
75cr
Twin Linked Hull Mount
Weapon
Adds up to two Basic, Special, or Heavy Weapons of the same type directly to the vehicle's Hull. 90 Degree Firing Arc.
50cr+Cost of Weapons
Twin Linked Pintle Mount
Weapon
Adds up to two Basic, Special, or Heavy weapon of the same type as a Pintle Mount, replacing a Crew Position. 180 Degree Firing Arc.
100cr+Cost of Weapons
Twin Linked Turret Mount
Weapon
Adds up to two Basic, Special, or Heavy weapon of the same type as a Turret Mount, replacing a Crew Position. 360 Degree Firing Arc.
200cr+Cost of Weapons
Ramming Prow
Weapon
The vehicle ignores incoming damage when performing a Ram against another vehicle.
100cr
Reinforced Ramming Prow
Weapon
The vehicle ignores incoming damage when performing a Ram against another vehicle. Enemy vehicle suffers d6 Impact hits, instead of d3. Also, the vehicle with this upgrade suffers -1” to Movement.
150cr
Military Grade Ramming Prow
Weapon
The vehicle ignores incoming damage when performing a Ram against another vehicle. Enemy vehicle suffers 2d6 Impact hits, instead of d3. Also, the vehicle with this upgrade suffers -2” to Movement.
200cr
12. VEHICLE FIGHTER CARDS
Below are a few blank copies of Vehicle Fighter Cards that you can use in your campaign:
Name:
Credits
Crew:
Components
M
T
W
SV
Upgrades
Notes

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