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Dark Heresy Apocrypha : Vehicles

Dark Heresy Apocrypha : Vehicles

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Published by reds8n
Supplemental rules for vehicles and some beats for Dark Heresy. Also of use for Rogue Trader and the forthcoming Deathwatch RPGs. Originally published on the old Black Industries website.
Supplemental rules for vehicles and some beats for Dark Heresy. Also of use for Rogue Trader and the forthcoming Deathwatch RPGs. Originally published on the old Black Industries website.

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Published by: reds8n on May 16, 2010
Copyright:Attribution Non-commercial


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Dark Heresy Apocrypha is an irregular series of articles and optional game rules for the Dark Heresy Roleplay Game. The  Apocrypha contains all manner of exciting things such as rules additions, new types of character and different ways of constructing  groups of Acolytes, as well as ideas for running particular types of game. Such knowledge however, comes with a warning—it ianticipated that some Apocrypha will have substantial implications for your games of Dark Heresy if you choose to use them. The  Apocrypha are subject change and sit slightly outside of the purity of Dark Heresy’s core rules. For those of you who have steeled  your soul and crave forbidden knowledge you read at you own risk! Enjoy.
 —The Curators o the Dark Heresy Oubliette o Knowledge.
 ehicles &
This Apocrypha presents rules or using vehicles and mounts in games o Dark Heresy.
n Dark Heresy there are countless types o vehicles, everythingrom bikes, ships, spacecrat, walkers and more are availableto those with the money and inuence 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-stressul 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.
 Vehicle Types
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 surace. Controlling a groundvehicle eectively 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 reers to those vehicles that rely onengines or propulsion.
Medium Vehicles:
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 carsor ofcers, quads, limousines, and personal conveyers—one manautos amous or being unreliable and utterly dangerous.
Large Vehicles:
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 qualiy as crawlers.
Termites is a catch-all category or any vehicle designedor burrowing through solid matter. These are generally rare andnormally ound only on industrial worlds and mining colonies.
Water Crat:
Water crat are common throughout theImperium and vary rom the motor skis used to skim thesurace 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 litersor as tools or construction. Some walkers are designed tobe controlled by servitors. Controlling a walker eectivelyrequires the Drive (Walker) skill.
Hover vehicles, oten reerred 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 eectively requires the Drive (Hover Vehicle) skill.
Civilian ying crat are designed to transport people and cargoinside a planets atmosphere or rom a planets surace 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 crateectively requires the Pilot (Civilian Crat) skill.
Military ying crat 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 crateectively requires the Pilot (Military Crat) 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 andaircrat 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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and in the case o military vehicles, armour plated to resistgunfre, explosions and other attacks. In each vehicle’s case,an Armour Points value is listed which is used to resistdamage done to it, (note that vehicles have no ToughnessBonus, only Armour Points.)These rules (or simplicity’s sake) eature only a single Locationor relative ew Locations with separate Armour Values or eachvehicle. The most common o these is “Hull”, which is used inthese rules as a catch-all term or the bulk o a vehicle, althoughsome will also have separate listing or Locations which areparticularly well, (or poorly) protected, (such as Front, Wings,Rear etc) depending on the nature o the vehicle.Striking a particular vehicle Location rather than another is amatter o the direction the attack comes in rom, (shooting at theback o a vehicle will hit its Rear location, or i the Rear is notseparately listed, the Hull etc.) The GM has the fnal say on whatlocation is struck by an attack, and any special eect beyond theusual Damage that striking that Location will have.
Causing Damage:
Vehicles unlike living creatures, Daemonsetc, do not have Wounds. Attacks that deal Damage equal to orgreater than a Location’s Armour Points will cause StructuralDamage o some kind (see page @@ o this Apocrypha ormore details). The amount by which the Damage exceededthe Armour determines the severity o the Damage and whichtable is used to determine the result.
Vehicle Traits:
Vehicle traits are special qualities possessedby a vehicle.
Narrative Speed:
This entry describes the vehicle’s cruisingand top speed, measured in kilometres per hour, and isdisplayed as Cruising Speed/Maximum Speed. CruisingSpeed is the standard sustained speed used or movement inNarrative Time. It typically equals hal the vehicle’s MaximumSpeed. The Maximum Speed is included as a guide o howast a vehicle can go when pushed. For ground vehicles, theseSpeed values are halved or o-road conditions, unless thevehicle has the All Terrain vehicle trait.
Combat Speed:
This gives the amount a vehicle will move everyRound, depending what Speed Band the vehicle is moving at.This is displayed as Very Slow/Slow/Cruising/Fast/Very Fast.
Armaments describe the standard weaponrythat the vehicle carries. In some cases it simply lists weaponmountings, in which case any weapon o the mounting typelisted can be added.
Handling Modifer (Skill):
This entry take the orm o aDifculty modifer, it reects any bonus or penalties to thepilot’s Skill Test when attempting operations outside o thenorm with this vehicle based on it inherent manageability.Additionally, this entry also indicates the Skill used tooperate the vehicle.
This entry describes the number o crew neededto operate the vehicle. This entry also includes the variousunctions o the crewmen, such as pilot, gunner and so on.
I the vehicle can accommodate passengers,the number it can carry is listed here. Otherwise, this entryis absent. Note this is when passengers are comortablyaccommodated, not crammed in etc!
Access Points:
This entry describes where a character canclimb on board or exit an enclosed vehicle.
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