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The motor pool

Transport rules

While the rulebook is all about small vehicles with integrated crew this section allows you to
get more members of you gang onboard.

Embarking/disembarking
Any fighter can climb or come down from a vehicle that hasn’t moved at full throttle this turn if he
has enough movement to reach it. If the vehicle has moved twice, the fighter will have to pass
an Initiative test or fall to the ground and receive a hit as detailed on page 84, (calculate height
from the nearest access point to the fighter). Any fighter carrying a loot counter (or any such
objective) can climb with it into a transport, the marker will then be stashed inside and thrown
out if the vehicle becomes wrecked.

Boarding
Fighters can also attack enemy vehicles in hand to hand, this is worked out as embarking but the
fighter must make a charge action instead of moving normally. If boarded the defender must
choose a passenger to receive the charge and a hand to hand combat ensues.

If unengaged other passengers or boarders may join the combat or engage anyone on board by
making a charge action. Attackers on an empty enemy transport cannot engage the crew, they
can only attack the vehicle. Mono and two seaters cannot be boarded.

Shooting
Any fighter can shoot and be shoot from a vehicle as long as he can see and be seen, but if the
vehicle has moved at Full Throttle he will receive a -1 to hit, in addition passengers are treated
as balways being in light cover, as the various car bits obscure the line of fire.
When attacking a vehicle you must choose if you’re targetting the vehicle/crew or the
passengers.
Template weapons works as usual with the exception that they hit both the vehicle and any
fighters under the template/blast marker.
Vehicle chart
- Weapons must be purchased from the gang’s list and signed to a facing on the vehicle.
- Crew is assigned from gang on purchase (-20 credits), can’t leave the vehicle during the
campaign and forms a single entity with it for experience, injuries and skills. Use the BS, Ld,
Cl, Int, and Will from the ganger’s stats.
- Crew members cannot receive any equipment, and the only weapons available to them are
those allowed by the vehicle.
- Any weapon mounted on the vehicle can be fired and reloaded by a passenger during
the vehicle’s activation, that fighter counts then as having been activated.

Bike 40 credits
Counts movement as 6” for collisions and rams.
1 crew
Movement 12”
Toughness: front 3, side 3, rear 3
Hull points: 1
Handling: 3+
0-1 pistol, basic or specialist (crew operated)

Quad 80 credits + weapons


1 crew
Movement 9”
Toughness: front 4, side 3, rear 3
Hull points: 2
Handling: 4+
Save: 5+
0-1 pistol, basic, specialist (crew
operated)
0-1 heavy weapon (crew operated)

Car 150 credits + weapons


1 crew + 0-4 passengers
Movement 8”
Toughness: front 5, side 4, rear 4
Hull points: 4
Handling: 4+
0-1 pistol
0-4 other weapons (one per facing)

Transport 300 credits + weapons


1 crew + 0-8 passengers
Movement 7”
Toughness: front 6, side 5, rear 4
Hull points: 8
Handling: 5+
0-1 pistol (crew operated)
0-4 other weapons (one per facing)

Crawler 500 credits + weapons


+1 to hit when declared as target
1 crew + 0-13 passengers
Movement 6”
Toughness: front 7, side 6, rear 5
Hull points: 12
Handling: 6+
0-1 pistol (crew operated)
0-8 other weapons (two per facing)

Locomotion type credit cost bonus (pg 69 ash wastes rulebook)


Tracked (ignores difficult terrain, movement -1) +25 credits
Walker (ignores difficult terrain) + 50 credits
Skimmer (ignores difficult and dangerous terrain) +75 credits
Vehicle upgrades

These can be added as wargear to the vehicle’s card.

- Twin liked (weapon cost x2), single hit/ ammo roll for both, fire with a single action at the
same target.

- Crew operated: the weapon is treated as being crew operated, it can only be mounted on
the front arc of the vehicle,5 credits.

- 360º fire arc for any weapon, 100 credits.


- Armored chassis: increase save in +1, 50 credits.
- Boarding spikes: initiative tests to embark or board receive a -1, 25 credits.

- Ramming spike: when ramming a glancing hit is penetrating and a penetrating becomes a
critical, 50pts.

- Scanner: enemies cannot infiltrate within 12” of this vehicle.

- Searchlight: a passenger can spend an activation to place a 3” template anywhere on the


battlefield visible to him. Both the area under the table and the vehicle become visible. 50
credits.

- Enclosed: passangers can’t shot or be targeted. +25credits.

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