n Dark Heresy there are countless types o vehicles, everythingrom bikes, ships, spacecrat, walkers and more are availableto those with the money and inuence to acquire them. Aswith mounts, vehicles are best used as conveyances, enablingcharacters to move rom one location to another at a rate asterthan they could otherwise achieve with their eet alone. Mosto the time when a character interacts with a vehicle they are apassenger and the vehicle becomes just another environment orthe character to explore. When a character is driving or pilotinga vehicle in non-stressul conditions there’s no reason to becomebogged down in the minutia o what lever does what—simplyallow the Acolytes to reach their destination. There may,however, be times when a character is piloting or driving avehicle in combat, or worse, they ace an enemy that has thebeneft o a vehicle. Such encounters and circumstances alterthe dynamics o the game by injecting a new lethal dimensionto combat. The rules presented here expand combat options byincluding ull rules or incorporating vehicles into the game.
Outside o massive vehicles that require large complements o pilots and drivers to control, vehicles are grouped into typesthat correspond to the Drive and Pilot Skill Groups outlinedon pages 102 and 105 o the Dark Heresy Core Rulebook.
Ground vehicles encompass any terrestrial vehicle designedto manoeuvre on a planet’s surace. Controlling a groundvehicle eectively requires the Drive (Ground Vehicle) skill.
Bikes are a catchall or motorcycles, monocyks andother vehicles with one or more wheels arranged in a line.This category generally reers to those vehicles that rely onengines or propulsion.
This category includes road wheelers andground cars. They are primarily ound on civilised worlds thathave road networks. On such planets, private ownership is a statussymbol and a sign o wealth. Most people do not have the luxuryo possession such transportation. Ground cars include sta carsor ofcers, quads, limousines, and personal conveyers—one manautos amous or being unreliable and utterly dangerous.
Large vehicles that serve as haulers, trucksand transports, unctioning as cargo and personnel carriers.Haulers are named or the quantity o their wheels, with theCargo-8 being one o the most common.
Massive vehicles, weighing hundreds o tons,they are somewhat rarer than large vehicles. For civilianpurposes, they are used or construction, transporting heavycargo as harvesters, atbeds and other industrial vehicles. Themilitary’s armour such as the Baneblade, Leviathan and eventhe Capitol Imperialis—a mobile tracked ortress capable o carrying hundreds o men—all qualiy as crawlers.
Termites is a catch-all category or any vehicle designedor burrowing through solid matter. These are generally rare andnormally ound only on industrial worlds and mining colonies.
Water crat are common throughout theImperium and vary rom the motor skis used to skim thesurace o hive chem-pools to the mass harvesters that roamthe seas o water bound agri-worlds.
Semi-robotic walking machines, these vehicles move abouton mechanical legs. Most walkers have military applications,such as guard sentinels, dreadnoughts and the eared battletitans. For civilian use, walkers may serve as power litersor as tools or construction. Some walkers are designed tobe controlled by servitors. Controlling a walker eectivelyrequires the Drive (Walker) skill.
Hover vehicles, oten reerred to as skimmers, are anti-gravvehicles built or limited ight. The Imperium has good andpractical anti-grav and contra-air tech based on ancient designs,but it is little understood and rarely seen outside the circles o the wealthy elite or Adeptus Mechanicus. Controlling a hovervehicle eectively requires the Drive (Hover Vehicle) skill.
Civilian ying crat are designed to transport people and cargoinside a planets atmosphere or rom a planets surace to anorbiting ship and back again. Most o these vessels have poormanoeuvrability, while others are highly manoeuvrable toys o the elite, able to sore in the clear air o pleasure worlds. Some o these vehicles also include artifcial gravity, but such benefts areexpensive and not widespread. Controlling a civilian ying crateectively requires the Pilot (Civilian Crat) skill.
Military ying crat include transport s such as valkyrie transporteror aquilla lander or use in warzones, and also includes heavilyarmed engines o destruction such as vulture gunships, thunderboltfghters and marauder bombers. Controlling a military ying crateectively requires the Pilot (Military Crat) skill.
All vehicles are defned by a set o numbers and Traits toprovide options or the pilot and crew that operate them.In many ways, these characteristics unction as thosecharacteristics used to describe characters and creatures, butunlike living creatures, vehicles are generally not capable o taking Actions on their own and must rely on the capabilitieso their operator. All vehicles have the ollowing statistics:
This is the class o vehicle and typically indicates how itmoves and the Skill specialisation required to drive or pilot it.
Vehicles have Size Traits just as creatures. Any vehiclethat can hold one or two people is Hulking, most Acolytes andaircrat are Enormous, with tanks and the like being Massive.
Many vehicles are heavily constructed allowingthem to shrug-o harm that would ell a living creature,
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