Necromunda- Ash Wastes Vehicle Rules.pdf

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VEHICLE RULES
by Chris Ward and Stuart Witter
The ash deserts of Necromunda and the gangs who
may be found there were described in last months
Necromunda Magazine, along with ideas for
converting your gang’s vehicles. This month the
rules for vehicles in your battles in the Ash Wastes are
presented in full. Next issue we’ll talk more about
adding vehicles to your gang roster, but for the time
being we’ve included a section at the end of the rules
with the cost for different types of vehicles so you
can start playing with them straight away!
VEHICLE TYPES
The vast Ash Waste of Necromunda is different in
every way to the hive cities scattered over its surface.
For the most part sweeping plains and shifting dunes
cover the planets surface, although large oceans and
lakes of sludge still exist, often so thick they cannot
be navigated by ships at all. The wastes are desolate
and seemingly lifeless places, yet life does somehow
still manage to survive, in the form of mutated
creatures. . . and the gangs of Nomads, Shanty
Dwellers and other gangs that constantly scour the
planet’s surface looking for mineral deposits, buried
wreckages and convoys to ambush.
The gangs in the Ash Wastes use a variety of vehicles
when moving through the wastes, some simple
wheeled buggies or bikes, some bizarre walking
contraptions that stride over obstacles with ease.
There are four different vehicle types; bikes, light
vehicles, armoured vehicles and heavy armoured
vehicles. These may be one of five motive types;
wheeled, tracked, walker, crawler, or skimmer. The
Vehicle Types table illustrates the possible
combinations of these vehicles. When making your
model it should fit into one of these types.
VEHICLE TYPES TABLE
Bike Light Armoured Heavy Arm’ed
Wheeled Ye s Ye s
Ye s
Ye s
Tracked No No
Yes
Yes
Walker
N o
Ye s
Ye s
Ye s
Crawler No No
No
Yes
Skimmer No Yes
Yes
No
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ASH WASTES
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Some vehicles may be made to transport several
models; others are designed for just the driver. A
vehicle may be described as Single Seater which can
only carry the driver, 5-Man which can transport 5
models (including the driver), or Transport, which
can carry an entire gang. For now it is important to
know only that these vehicle types exist; the rules
for buying these vehicles are covered later.
The most important factor when deciding what type
of vehicle a gang has is simply this; it must be
represented by a WYSIWYG model. If you do not
have a model to represent your vehicle then you
must make one. There are no exceptions. Even if
both players agree to use a cardboard template to
represent ‘Johnny’s Walking Death Behemoth’ you
may not do it. Never. Ever. You have to make one,
that’s half the fun!
MOTIVE TYPES
Wheeled Vehicles
These are the most abundant vehicles of the Ash
Wastes. They are simple to make and maintain, and
easy to drive. No special rules apply to wheeled
vehicles.
Tracked Vehicles
Tracked vehicles can be very useful in the desert.
They can find grip where a wheeled vehicle might
fail, and are able to easily travel over rough terrain.
However, they are harder to maintain and are
slower. Tracked vehicles are always more heavily
armoured; the very nature of the tracks makes them
harder to damage.
Tracked vehicles may move over difficult terrain
without penalty, and may move over very difficult
ground, at slow speed only, without penalty.
Walkers
Walkers are a technological nightmare. Hard to fix,
near impossible to find parts for and tricky to pilot,
they are nevertheless of great use in uneven ground,
where they can stroll over most rough terrain with
no problems.
Walkers may move with no penalty over difficult and
very difficult ground, and may cross many obstacles
that the model itself could reasonably cross. See the
terrain section for more details.
Crawlers
Crawlers are gargantuan slow moving
platforms that roll perpetually forwards,
crushing all in their path. A variety of special
rules apply to crawlers. Read the rest of the
rules to see how these special abilities come
into play.
1. Crawlers do not move at the same speed
as other vehicles. Instead they move at a
crawl. Crawlers may move up to 3" a turn and
make up to one 45-degree turn.
2. Crawlers never ram other vehicles. If they move
into other vehicles they simply push them aside
with no damage to either the crawler or the other
vehicle.
3. Crawlers can move over any terrain without
penalty. The only things that they cannot simply
move through are buildings or other large
structures. If they move over obstacles such as
barrels or rocks they are destroyed; remove the
scenery from the table.
4. Models may fire move or fire weapons from a
moving crawler as long as the fighter himself hasn’t
moved.
5. Models on foot automatically dodge a crawler if it
moves into them; there is no need to take an
initiative test. Models that are down that a crawler
moves over are automatically taken out of action.
Skimmers
Skimmers are slow hovering platforms that float
from a few inches to waist height above the ground.
Massive turbines or jets propel the skimmer along
over ash, rubble, liquid or whatever. Skimmers
aren’t very popular amongst the gangs roaming the
wastes; they are hard to maintain and use a large
amount of fuel. This inefficiency usually limits their
users to guilders and house prospector teams,
although richer Nomads have been known to keep
skimmers for unusual missions.
Skimmers can ignore the effects of all terrain except
obstacles and certain types of impassable ground.
See the terrain section for more details on this.
MOVEMENT
TERRAIN TYPES
In the Ash Wastes, just as in the Underhive of
Necromunda’s Hive Primus, terrain may be divided
into four types; open ground, difficult ground, very
difficult ground and walls/obstacles.
Open Ground
This ranges from flat ash plains to rolling dunes and
shallow mounds of ash. Open ground may be
moved over as in Necromunda for models on foot.
Vehicles move over open ground with no penalty.
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Difficult Ground
Including steep slopes and loose ash.
Models on foot move over difficult
ground as in the Underhive (i.e. half
rate). Vehicles moving at slow speed
suffer no penalty. Vehicles moving at
combat or fast speed must roll a D6
and consult the difficult terrain table,
adding a +1 to the roll, unless the
driver can first roll equal to or under
his initiative on a D6. Tracked
vehicles, skimmers, walkers and
crawlers may move over difficult
ground with no penalty.
Very Difficult Ground
This consists of sludgy ground, deep
ash, shallow pools of chemicals or
effluent, or thick rubble. Models on
foot move over difficult ground as in the Underhive
(i.e. quarter move). Vehicles moving through very
difficult ground must roll a D6 and consult the
difficult terrain table unless the driver can first pass
an initiative test by rolling equal to or under his
initiative on a D6. Tracked vehicles may move
through very difficult ground at slow speed with no
penalty. Walkers, Skimmers and Crawlers may all
cross very difficult ground with no penalty.
Impassable Ground
Terrain such as steep rocky cliffs, rivers of sludge
and deep pools of acid cannot be crossed by either
models on foot or vehicles. Skimmers may cross
pools or rivers of any depth, but any models that fall
off and land in the liquid are taken immediately out
of action. Buildings and other man made structures
are also considered impassable ground for vehicles;
models on foot may well be able to enter.
Walls/Obstacles
Included in this category are any obstacles over 1"
high, or that could reasonably prevent a vehicle
from crossing. Models on foot cross obstacles as in
the Underhive (i.e. they give up half their move).
Vehicles may not attempt to cross obstacles. A little
common sense is required here; if the vehicle looks
as if it could reasonably shove aside or break
through the obstacle with no ill effects (e.g. a flimsy
fence), then it should be able to do so. Decide
before the game which obstacles prevent vehicle
movement, depending on the terrain in your
collection.
DIFFICULT TERRAIN TABLE
Speed
Slow
Combat Fast
-
1
1-2
The driver loses control and the vehicle swerves before
spinning wildly out of control. Roll a D6 to see which
way the vehicle swerves; 1-3 it swerves 45 degrees left,
4-6 it swerves 45 degrees to the right. The vehicle then
moves forward D6" before coming to halt facing a
random direction. Roll a scatter dice to see which way
the vehicle ends facing. The vehicles move ends here.
Any models on board may not shoot this turn and may
not dismount from the vehicle. If models on board are
fighting in a boarding action continue as normal.
1-3
2-4
3-5
The driver wrestles with the vehicle’s steering before
bringing it under control. The vehicle swerves. Roll a
D6 to determine which direction it swerves; 1-3 it
swerves 45 degrees to the left, 4-6 it swerves 45 degrees
to the right. Following the swerve the model may
continue to move as normal. Models on board may not
shoot this turn, but may dismount or fight in boarding
actions as normal.
4+
5+
6+
The driver negotiates the terrain superbly. The vehicle
may continue its move as normal
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Walkers may cross an obstacle if the model could
conceivably step over it, again more common sense
is needed here. Skimmers may not cross obstacles
as they float barely off the ground. Crawlers are
special. They move forwards crushing anything in
their path with their broad tracks or massive
wheels. As such, any walls or obstacles that a
crawler moves over are destroyed – remove the
scenery piece from the board. Remember, obstacles
and walls does not include buildings and larger
structures, just decide before the game which of
your scenery counts as obstacles and which is
impassable.
MOVING
SPEEDS
As mentioned above, all vehicles have a motive type
that governs their maximum speed. This will
determine whether the top speed of your vehicle is
slow, combat or fast speed. Some vehicles, such as
heavily armoured trucks or similar may only be able
to move at slow speed, whereas light bikes, quad
buggies or comparable vehicles may be able to
move at fast speed. See the max speed table to find
out the maximum speed of your vehicle.
In the movement phase of your turn you may move
any of your vehicles that are currently in action (not
disabled or destroyed). Before moving each vehicle
decide how fast you will move it; slow, combat or
fast speed. The characteristics of each vehicle
dictate its top speed, you may not declare a speed
faster than that allowed for the relevant vehicle type
in the table below. Note that you should declare
how fast you intend to move at the beginning of
each vehicles move. It may be worth using some
kind of coloured counter or marker to remind
players the speed that each vehicle is moving.
MAXIMUM SPEED TABLE
Bike Light Armoured Heavy Arm’ed
Wheeled Fast Fast
Combat
Slow
Tracked N/A N/A
Combat
Slow
Walker
N/A Combat
Slow
Slow
Crawler N/A N/A
N/A
Crawl
Skimmer N/A Slow
Slow
Slow
SLOW SPEED
All vehicles (with the exception of crawlers – see
Vehicle Types) are able to move at slow speed. At
slow speed you may move your vehicle up to 6" in
the movement phase and make up to four 45-
degree turns. Turns may be combined in any way
you choose; for example you could make two 90-
degree turns or one 180-degree turn. Turns may be
made at any point during the vehicles move. At slow
speed a vehicle may also use a portion or its entire
move in reverse gear, to manoeuvre in a tricky
situation or run down models behind the vehicle
for example. Treat any moves in reverse just as you
would for slow speed, but move the vehicle
backwards.
COMBAT SPEED
Some vehicles are able to move at combat speed. At
combat speed you may move your vehicle up to 12"
in the movement phase and make up to two 45-
degree turns (or combinations).
FAST SPEED
A few vehicles, such as bikes and light vehicles can
move at fast speed. At this speed vehicles move 12"
(no more or less) in the movement phase and may
make up to one 45-degree turn. However, this is
not all. Immediately following
the shooting phase any fast
vehicles may move additionally –
up to a further 12". If the vehicle
did not use its turn earlier it may
make up to one 45-degree turn.
This means that in total the
vehicle may be moved between
12" and 24" and turn once up to
45-degrees. Note that this move
is an extra phase – it takes place
after shooting and before hand-
to-hand combat.
TURNING
It is important to note at this
point that vehicles are always
pivoted about their midpoint
when moving. This prevents
really picky (and beardy!) players
from moving unfairly.
In addition note that vehicles in
extreme circumstances do not
have to be turned exactly 45-
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degrees and combinations are permitted. For
example, when weaving through rocks or debris a
vehicle may turn once 20-degrees and then 25-
degrees, even at fast speed. This is because
movement in real life is a fluid motion, vehicles do
not stop, pivot and turn; the rules just try to cover
this in the most realistic way possible.
VEHICLES WITHOUT A DRIVER AND OUT OF
CONTROL VEHICLES
If a vehicle is in the unfortunate situation that it has
no driver, either because he is pinned, down, out,
thrown out of the vehicle or whatever the vehicle is
referred to as Out of Control. Out of Control
vehicles are moved at the start of the movement
TAILING
By ending the movement of one of your vehicles
in your turn within 2" of the rear of an opposing
vehicle you may declare you are going to tail. You
may move to this 2" tailing position either during
the movement phase or the special phase for fast
vehicles. Note that to tail an opposing vehicle you
must finish your move facing roughly the same
way as it, in other words you must have your nose
to their tail. A tailing vehicle cannot make turns
unless the lead vehicle makes one to follow, so a
tail cannot be initiated if the chasing vehicle is at
an angle to the other, it would be instantly shook
off. Once in this position you may move the
tailing vehicle in your opponents move as well as
your own. This is done as follows:
As your opponent moves the vehicle you are
tailing, move your vehicle to keep within 2".
However, each time your opponent turns you
must roll 2D6 and get equal to or lower than your
drivers Ld (i.e. take a Ld test). If you pass then you
continue to tail, turn your vehicle to move behind
your opponents as before. If you fail then your
opponent has shaken you off; you are no longer
moved within 2" of the back of his vehicle. Instead
your move ends where your opponent turned
and lost you.
If you attempt to tail a faster vehicle then you are
automatically shaken off as soon as it moves
further than your move would normally allow. For
example if you can only move at slow speed and
your opponent moves 12" (combat or fast speed),
then you move 6" in your opponents turn,
following his vehicle, and your bonus move ends.
Tailers Shooting
If the tailing vehicle keeps with the enemy, they
have them in their sights and take the perfect
opportunity to pour fire into them. Everybody on
board can shoot in the enemies current shooting
phase as well as their own. This extra salvo can
only be directed at the vehicle being tailed
(nobody else at all ever), these shots are taken
before the enemies to boot! Fast vehicles can
keep tailing after the shooting phase, in order to
keep up with another fast vehicle.
Life After Tailing
A vehicle that ends the enemy players turn, still in
a tailing position is now free to move as it wishes.
A vehicle doesn’t have to move at all and can tail
again in the next enemy turn, for shooting
purposes next turn it will count as the speed it
tails at. In practice, however, it is usual to shunt
the vehicle being tailed!
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