Only War Vehicles
Imperial Vehicles
Name Description Armor (F/S/R) Vehicle Traits Source
Atlas Recovery Vehicle A Leman Russ tank with it's turret replaced with a heavy duty winch for vehicle recovery. Front 28, Side 18, Rear 16 Enclosed, Rugged, Tracked Vehicle Shield of Humanity
Baneblade Humongous tank, with variant turret weapons. A tracked fortress. Front 45, Side 38, Rear 30 Command and Control, Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Tracked Vehicle Only War
Bane Wolf Chem Tank Chemical variant of the Hellhound Flame Tank Front 30, Side 28, Rear 18 Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour, Tracked Vehicle Shield of Humanity
Basilisk Self propelled long-range artillery piece on a Chimera chassis. Front 30, Side 18, Rear 16 Open-Topped, Tracked Vehicle Only War
Centaur Carrier 5 Man Transport. Centaurs act as command crew transports, supply transports and communication vehicles, but they most often find use as towing vehicles for field artillery as well as transporting the gun crews that operate these weapons. Front 25, Side 16, Rear 12 Enhanced Motive Systems, Open-Topped, Rugged, Tracked Vehicle Shield of Humanity
Chimera Armoured Transport A troop transport, usually armed with Multi-laser or Autocannon turret, which carries 12 passengers. Front 30, Side 22, Rear 16 Amphibious, Enclosed, Rugged, Tracked Vehicle Only War
Combat Bike, Virbian An unarmed motorbike Front 16, Side 16, Rear 16 Bike, Open-Topped, Reliable Game Master's Kit
Griffon Heavy Mortar Good infantry close support artillery vehicle Front 30, Side 18, Rear 16 Open-Topped, Tracked Vehicle Shield of Humanity
Hades Breaching Drill Subterranean ambush vehicle often in service of combat engineer units. Front 30, Side 16, Rear 16 Burrower (6), Open-Topped, Ponderous, Reinforced Armour, Tracked Vehicle Shield of Humanity
Hellhound Flame Tank A flamespewing tank on a Chimera chassis. Front 30, Side 28, Rear 18 Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour, Tracked Vehicle Only War
Hydra Flak Tank Self-propelled Anti-Aircraft vehicle mounted on a Chimera chassis. Front 30, Side 18, Rear 16 Anti-Air (Advanced), Enclosed, Tracked Vehicle Shield of Humanity
Leman Russ Battle Tank Heavy all-purpose tank with battle cannon turret, hull and sponson mounted weapons Front 40, Side 32, Rear 20 Enclosed, Reinforced Armour, Rugged, Tracked Vehicle Only War
Leman Russ Demolisher Heavy siege tank with shorter range Demolisher cannon turret, hull and sponson mounted weapons Front 40, Side 35, Rear 22 Enclosed, Reinforced Armour, Rugged, Tracked Vehicle Only War
Leman Russ Exterminator Heavy tank, equipped with autocannons. Generally used for scouting or makeshift Anti-Air. Front 40, Side 32, Rear 20 Anti-Air (Rudimentary), Enclosed, Reinforced Armour, Rugged, Tracked Vehicle Shield of Humanity
Leman Russ Executioner Heavy tank, equipped with a plasma cannon as it's main armament. Front 40, Side 32, Rear 20 Enclosed, Extremely Volatile, Reinforced Armour, Tracked Vehicle Shield of Humanity
Leman Russ Vanquisher Heavy vehicle hunting cannon tank with long range armour piercing turret cannon, hull and sponson mounted weapons Front 40, Side 32, Rear 20 Command and Control, Enclosed, Reinforced Armour, Tracked Vehicle Only War
Manticore Rocket Battery Incredibly long range missile barrage capable artillery vehicle Front 30, Side 18, Rear 16 Anti-Air (Advanced - Only if armed with Sky Eagle Rocket), Enclosed, Tracked Vehicle Shield of Humanity
Salamander Command Vehicle Specialized command variant of the Chimera APC Front 30, Side 18, Rear 16 Amphibious, Improved Command and Control, Open-Topped, Tracked Vehicle Shield of Humanity
Salamander Reconnaissance Vehicle Lightly armed and armoured recce version of the Chimera APC Front 30, Side 18, Rear 16 Amphibious, Enhanced Motive Systems, Open-Topped, Tracked Vehicle Shield of Humanity
Sentinel Scout Walker Single piloted walker vehicle, Multilaser, Autocannon, Heavy Flamer or Lascannon variants. Front 25, Side 15, Rear 15 Enhanced Motive Systems, Open-Topped, Walker Only War
Tauros Assault Vehicle A two person All-Terrain Vehicle used as a versatile scout vehicle. Front 16, Side 14, Rear 14 Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle Shield of Humanity
Tauros Venator More heavily armed mobile anti-infantry, anti-vehicle, ranging unit. Front 18, Side 15, Rear 15 Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle Shield of Humanity
Tauros 5 Person Variant Four wheeled, 5 passenger jeep, Heavy Bolter Turret Front 20, Sides 18, Rear 16 Enhanced Motive Systems, Galvanic Motor†, Open-topped, Rugged, Wheeled Vehicle Final Testament

Missing: Taurox, Taurox Prime, Valkyrie, Valkyrie Sky Talon, Vendetta, Vulture, Thunderbolt, Wyvern, Deathstrike Missile Launcher, Drop Sentinel, Bombard, Colossus, Samaritan (Chimera Medevac Variant), Devil Dog, Land Crawler, Bruennhilde, Siegfried,
Leman Russ (Conqueror, Annihilator, Mars Pattern, Eradicator, Punisher),
Destroyer Tank Hunter, Thunderer Siege Tank, Medusa, Ragnarok, Sentinel Patterns, Testudo, Pathcutter, Trojan, Gorgon, Crassus, Dominus, Praetor, Macharius Heavy Tank, Macharius Vanquisher, Macharius Vulcan, Macharius Omega, Minotaur, Valdor Tank Hunter, Malcador, Malcador Annihilator, Malcador Defender, Malcador Infernus, Lightning, Avenger, Marauder, Marauder Destroyer, Marauder Colossus, Marauder Vigilant, Hellbore, Mole, Termite
Stormlord, Doomhammer, Stormsword, Banesword, Banehammer, Hellhammer

Vehicle Upgrades


Adversaries

Chaos Vehicles
Name Description Armor (F/S/R) Vehicle Traits Source
Dark Eldar Vehicles
Name Description Armor (F/S/R) Vehicle Traits Source
Hellion Skyboard Fast anti-grav single pilot skimmer bikes armed with a front-facing splinter pod. Front 12, Side 12, Rear 10 Bike, Enhanced Motive Systems, Open-Topped, Skimmer Only War
Reaver Jetbike Incredibly fast and manoeuverable anti-grav skimmer bike armed with splinter pod and blaster. Front 16, Side 16, Rear 12 Bike, Enhanced Motive Systems, Open-Topped, Skimmer Only War
Venom Carrier craft, carries 5 dark eldar, armed with splinter cannons, occasionally has Flicker Fields. that make them appear invisible. Front 22, Side 22, Rear 18 Enhanced Motive Systems, Open-Topped, Skimmer Only War
Raider Favoured transport, open decked anti-grav pirate ships. Carries 10 dark eldar, armed with dark lance and disintegrator, and likely Flicker Fields. Front 24, Side 24, Rear 20 Enhanced Motive Systems, Open-Topped, Skimmer. Only War
Ork Vehicles
Name Description Armor (F/S/R) Vehicle Traits Source
Ork Warbike Bike with fixed Dakkagun, hard to hit due to smoke cloud. Front 18, Side 18, Rear 14 Bike, Open-Topped, Ramshackle, Wheeled Vehicle Only War
Ork Warbuggy Tracked or Four-Wheeled Buggy with pintle mounted Shoota, Skorcha or Rokkit Front 22, Side 20, Rear 18 Open-Topped, Ramshackle, Tracked Vehicle or Wheeled Vehicle Only War
Ork Trukk A beat up ork truck, normal 12 Ork Capacity. Front 24, Side 22, Rear 20 Open-Topped, Ramshackle, Rugged,Wheeled Vehicle Only War
Ork Battle Wagon 20 Ork Capacity Transport, can sacrifice half that to take a turret mounted KillKannon Front 36, Side 28, Rear 24 Open-Topped, Ramshackle, Rugged, Tracked Vehicle Only War
Ork Bommer Aircraft with 2 Twin-linked Supa Shootas and Big Shootas (Dakkajet) or Boom/Burna Bombs (Bommer) All 25 Flya Final Testament
KILLA KAN Gretchin Piloted Walker Enemies of the Imperium
DEFF DREAD Ork Piloted Walker Enemies of the Imperium

Missing: Looted Wagons, Deffkopta


Allies

Astartes Vehicles
Name Description Armor (F/S/R) Vehicle Traits Source

Vehicle Traits

Just like Traits on people and creatures, Vehicles have their own specific set of innate or inherent abilities that are mostly derived from standardised construction techniques. All vehicles have Traits that determine their most basic functions, as well as any specific quirks that distinguish them from other vehicles. Most vehicles have a set amount of Vehicle Traits, but the GM can always add more if wanted.
AMPHIBIOUS
The vehicle has additional waterproofing, sealed fuel lines, or is just simply resistant to water. Amphibious vehicles treat bodies of water as open ground.
ANTI-AIR (RUDIMENTARY)
The vehicle is sometimes used to shoot down enemy aircraft, although this is not its primary purpose. A vehicle with
this Trait halves the standard penalties for ground vehicles firing at aircraft.
ANTI-AIR (ADVANCED)
The vehicle’s primary purpose is to eliminate enemy air assets. A vehicle with this Trait ignores the standard penalties
for ground vehicles firing at aircraft.
BIKE
The smallest sub-type of vehicles, bikes take many different forms from the iron steeds ridden by the Adeptus Astartes, to the nimble darts of the Eldar, right through to the smokebelching contraptions favoured by the Orks. Bikes follow all the standard rules for vehicles and are treated as having the Open-Topped Vehicle Trait. However, due to their size and lower profiles, in Melee those attacking a vehicle with the Bike Vehicle Trait can choose between the rider and the vehicle without needing to make a Called Shot. Additionally, Bikes may make the specialist Hit & Run Action, as described on page 273 of Only War, but may never make Ram! Actions. Bikes are usually Wheeled Vehicles, but can be Skimmers and, in some rare circumstances, Tracked Vehicles.
COMMAND AND CONTROL
Vehicles are often designated as a command vehicle to ensure there is a central point for all orders and instructions. This is often done via enhanced communication systems, but can be just as easily achieved with large banners, racks of trophies and totems, or burning symbols of devotion. The commander (or driver if there is no designated commander) of a vehicle with the Command and Control Vehicle Trait may use his Command Skill to affect a number of squads or units (such as a Leman Russ or Chimera), in any combination, equal to his Fellowship bonus.
This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill Tests.
DAEMONIC POSSESSION
Thanks to the bound Daemonic essence that drives it, a vehicle with the Daemonic Possession Trait does not require a pilot or gunners to function. Instead, the vehicle uses its own Characteristics profile on all necessary tests. Essentially, a vehicle with this Trait is its own pilot and gunner. This Trait allows a vehicle to fire all of its weapons as a part of a single Attack Action as though each weapon had its own gunner. A vehicle with this Trait may make melee attacks if it is armed with a melee weapon and adjacent to a viable target. In addition, a Possessed vehicle that suffers any Critical Damage that results in Damage to the crew will ignore these effects. The vehicle itself can still suffer critical effects from these results, but any Damage that would be inflicted upon the crew is ignored.
DAMAGE CONTROL
The vehicle possesses some limited form of self-repair. This could be an ancient machine spirit, slaved servitors, quick-growing Wraithbone, or even a team of Grots scurrying across the hull hammering at loose armour plates and holding wires together. When a vehicle with the Damage Control Vehicle Trait suffers Critical Damage due to Righteous Fury, the vehicle’s commander (or driver if there is no designated commander) may force the 1d5 to be re-rolled. The second result must be accepted even if it is worse than the first. Additionally, if a vehicle with the Damage Control Vehicle Trait ever catches fire, then attempting to put out that fire is a Free Action for whichever member of the crew or passengers makes the attempt.
ENCLOSED
The greater majority of vehicles are completely enclosed, keeping their crew and passengers safe from the outside elements with thick slabs of armour, bulky hatchways and heavy ramps. Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they have some way of getting outside of the vehicle, be it through a hatch, doorway, or firing slit. Within an Enclosed vehicle, crew and passengers cannot be specifically targeted by those outside the vehicle (unless there is a particularly good reason, such as a mind-based Psychic Attack).
ENHANCED MOTIVE SYSTEMS
The vehicle has some way of gaining extra speed out of it's engines, either via an enhanced form of promethium, ancient xeno-technology, or even a squig fuel injector! Vehicles with the Enhanced Motive Systems Vehicle Trait may move twice their Tactical Speed as a Half-Action rather than a Full Action, and may move three times their Tactical Speed as a Full Action. This applies to the Floor It! Action as well, where vehicles with the Enhanced Motive Systems Vehicle Trait move triple rather than double their Tactical Speed and the Operate Test for this Action is treated as Ordinary (+10) rather than Difficult (–10). If a vehicle has both the Enhanced Motive Systems Vehicle Trait and the Ponderous Vehicle Trait, then these two Traits cancel each other out and it may move as a regular vehicle.
ENVIRONMENTALLY SEALED
The vehicle is sealed off from the outside world completely, allowing it to function in almost any environment. It will also have its own life support system. Vehicles that become exposed due to Critical Damage results lose this ability until their armour is repaired. Passengers and crew cannot fire their own personal weaponry from a vehicle with the Environmentally Sealed Vehicle Trait without first breaching those seals.
EXTREMELY VOLATILE
The vehicle possesses an unstable power plant, large ammunition bays, or great quantities of explosive fuel. Extremely Volatile vehicles double their chance of exploding whenever they catch fire. Additionally, when an Extremely Volatile vehicle explodes, all those caught in the blast must make a Difficult (–10) Agility Test or catch fire.
IMMOBILE
Some vehicles, such as drop pods, are deployed via types of motive systems that do not operate on the ground. An Immobile vehicle cannot move under its own power, has a default Manoeuvrability Value of +0, and cannot make use of the Jink Action. Immobile vehicles often have some other method of movement (such as large engines to bring them in via orbital drop), and Motive Systems Critical Damage applies to these methods.
IMPROVED COMMAND AND CONTROL
Vehicles that are in command of larger formations often have even greater command and control systems than low-level command vehicles. Further enhanced communication systems and scanning equipment are a good way to achieve this, but more primitive races, such as the Orks, can achieve much the same result with massive “Shoutin’ Tubes” or even groups of Grots enthusiastically waving large banners and glyphs. The commander (or driver if there is no designated commander) of a vehicle with the Improved Command and Control Vehicle Trait may use his Command Skill to affect a number of squads or units (such as a Leman Russ or Chimera), in any combination, equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 bonus to Command Skill Tests and may re-roll any failed Command Skill Tests. These systems are often used to coordinate the actions of large forces, up to the size of an Imperial Guard Company or Super-Heavy Tank Regiment.
OPEN-TOPPED
The vehicle’s passenger or crew compartments are not sealed and are instead exposed to the open air around them. This limits their protection, but it does allow transported troops to fire their own weapons as the vehicle moves. Crew and passengers mounted on an Open-topped vehicle can be specifically targeted by those outside the vehicle via the use of the Called Shot Action.
Additionally, passengers mounted in Open-Topped vehicles are struck by any Blast or Spray attacks which they would be in range of. Crew and passengers within an Open-topped may attack targets with their own personal weaponry.
ORBITAL DEPLOYMENT
Some vehicles possess the ability to be deployed from orbit, allowing for rapid movements of troops and other vital materiel. The most famous of this type of vehicle is the Drop Pod used by the Adeptus Astartes, but there are a number of other vehicle types that are capable of orbital insertion, including Ork Roks, which are little more than hollowed out asteroids hurled at a planet in vast numbers in the hope that some will survive the impact! A vehicle with the Orbital Deployment Vehicle Trait can choose a location on the battlefield to land rather than moving to that location like other vehicles. After choosing a location, the vehicle scatters 2d10 metres in a random direction. All shooting at a vehicle undergoing an Orbital Deployment suffers a –30 to hit whilst it is in flight. If the vehicle is capable of moving after that, it may do so during the next Round. Any weapons the vehicle possesses and any passengers that were transported by the vehicle must wait a full Round before they fire or disembark.
PONDEROUS
Some vehicles are so massive and so bulky that their ability to move at any significant speed is greatly reduced. A Ponderous Vehicle may not use the Floor It! Action and moving its Tactical Speed requires a Full Action (therefore it can never move twice its Tactical Speed). If a vehicle has both the Ponderous Vehicle Trait and the Enhanced Motive Systems Vehicle Trait, then these two Traits cancel each other out and it may move as a regular vehicle.
RAMSHACKLE
The vehicle’s construction methods are so haphazard that it is both more fragile than regular vehicles, yet at the same time has many more redundant and jury rigged systems, making the vehicle easier to repair. When rolling Righteous Fury against a vehicle with the Ramshackle Vehicle Trait, the player rolls 1d10 rather than 1d5. The vehicle takes twice the rolled Damage against itself when attempting a Ram Action against another vehicle, building, or something equally solid. Repairing a vehicle with the Ramshackle Vehicle Trait takes half the listed time, and Tests to implement these repairs gain a +20 bonus. Damaged vehicles with the Ramshackle Vehicle Trait are always treated as Lightly Damaged unless they have taken Critical Damage.
REINFORCED ARMOUR
The vehicle’s armour and vital locations have been internally reinforced with additional layers or ceramite and adamantine. Vehicles with the Reinforced Armour Vehicle Trait that receive Critical Damage halve the total (rounding up) and then apply the result. This ability does not affect rolls on the Vehicle Critical Hit Charts caused by Righteous Fury.
RUGGED
Robust power systems, modular armour plates, and redundant fuel systems can make a vehicle far easier to repair, saving time and resources and allowing the vehicle to be put back into the field far quicker than more specialised designs. All Repair Tests made to repair a vehicle with the Rugged Vehicle Trait gain a +20 bonus.
SENTRY
The vehicle is controlled not by a living crewman but by some form of machine spirit, logis engine or some other ancient form of technology. A vehicle with the Sentry Vehicle Trait must be set to one of two possible firing modes: Point Defence or Sentry Mode.
• Point Defence: The vehicle sits in permanent Overwatch (see page 247 of the Only War Core Rulebook) but with a 90 degree fire arc.
• Sentry Mode: In Sentry Mode the vehicle has a specific area of influence (up to half the vehicle’s weapon’s range set by the one controlling the vehicle) and it may fire in any direction during its Turn. The vehicle rolls for Initiative as per the normal rules for initiative order.
Setting and changing modes on a vehicle with the Sentry Vehicle Trait requires an Ordinary (+10) Tech-Use Test. Failure means the machine spirit has not accepted the command and its weapons automatically Jam (but no ammunition is lost). The Jams must be cleared before the Guardsman reattempts the Test.
In addition to setting/changing the vehicles mode, the Guardsman also sets the vehicle’s target priority between antiinfantry, anti-tank and anti-air (assuming it is capable of later). The GM has final say in what counts as anti-infantry and anti-tank (eg. Squiggoths, whilst not technically vehicles, could be included in anti-tank whereas Reaver Jetbikes could be categorised as infantry). The vehicle’s target priority is set at the time that the vehicle’s firing mode is determined.
SKIMMER
The following rules apply to Skimmer Vehicles:
• Skimmers move roughly 2 metres above the ground at all times, in much the same way as people and creatures with the Hoverer Trait, but can adjust that height slightly when moving over ground-based obstacles. Skimmers can also move to Low Altitude, as described in the rules for Flying in Chapter I: Playing the Game (see page 38).
• Skimmers ignore all forms of Difficult Terrain (except those deemed appropriate by the GM).
• Skimmers gain a +10 bonus on all Tests involving Manoeuvrability.
• Skimmers are not true aircraft and therefore cannot fly at any significant altitude. Nevertheless, a sudden loss in motive power can be catastrophic to a skimmer as it ploughs into the ground, often at great speed. All Skimmers are subject to the rules for Crashing (see page 280).
• Skimmers can make use of the Ram Action (see Vehicle Movement, page 272), but if the Operate Test is failed they are treated as having Crashed into their target. This is usually a bad thing. See page 280 for the full rules for Crashing.
• Skimmers are often far more difficult to hit in melee combat than their ground-based counterparts and thus all Weapon Skill Tests made to attack a skimmer in Melee suffer a –10 penalty.
• Vehicles with the Skimmer Vehicle Trait may turn as many times as they like when moving, regardless of how far they move.
SUPER-HEAVY
Enormous leviathans that dominate the battlefield, superheavy vehicles are often used to take on entire troop and tank formations by themselves, or to take on massive targets such as Titans and Ork Gargants. Heavily armed and armoured, superheavy vehicles suffer from few of the trivial problems that plague their smaller cousins. A vehicle with the Super-Heavy Trait is able to ignore penalties for moving through difficult terrain and can negotiate obstacles such as rockslides, tank traps, fallen trees, and shattered buildings without penalty.
Walkers with the Super-Heavy Vehicle Trait can walk over obstacles 5 metres high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects. Vehicles with the Super-Heavy Trait automatically gain the Ponderous Vehicle Trait.
TRACKED VEHICLE
The following rules apply to Tracked Vehicles:
• Vehicles with the Tracked Vehicle Trait suffer a –10 penalty to all Tests involving Manoeuvrability.
• Vehicles with the Tracked Vehicle Trait gain a +10 bonus to all Tests involving Difficult Terrain.
• To represent their more robust nature, whenever a vehicle with the Tracked Vehicle Trait suffers Critical Damage to its Motive Systems that results in the vehicle being slowed, the result of the roll to determine how much Tactical Speed is lost is halved (rounded down).
• The motive systems of vehicles with the Tracked Vehicle Trait are often far more complex than simple wheeled mechanisms, and therefore repairing Critical Damage to the vehicle’s Motive Systems, as well as any lasting Motive System damage (such as Motive Systems Damaged, Motive Systems Crippled, etc.) takes twice as long as normal (see Repairing Vehicles on page 281).
WHEELED VEHICLE
The following rules apply to Wheeled Vehicles:
• Vehicles with the Wheeled Vehicle suffer a –20 penalty to all Tests involving Difficult Terrain.
• Vehicles with the Wheeled Vehicle Trait gain a +10 bonus to all Tests involving Manoeuvrability.
• Wheeled Vehicles become extremely difficult to control once they start suffering serious damage to their motive systems, and the loss of even one wheel can make even the most experienced of drivers struggle to keep the vehicle moving in a straight line, especially in the heat of combat. Vehicles with the Wheeled Vehicle Trait suffer Motive Systems Critical Damage as normal, but once any such Damage has been taken, all forms of movement require Operate Tests, and all Tests related to the vehicle’s Manoeuvrability are made at a –10 penalty.
• Wheeled mechanisms are far less complex than those belonging to tracked vehicles, and therefore repairing Critical Damage to the vehicle’s Motive Systems, as well as any lasting Motive System damage (such as Motive Systems Damaged, Motive Systems Crippled, etc.) takes half as long as normal (see page 282).
WALKER
The following rules apply to a vehicle with the Walker Trait:
• Vehicles with the Walker Trait are able to ignore many types of Difficult Terrain due to their large feet and heavy legs. Vehicles with the Walker Vehicle Trait treat conditions such as rockslides, tank traps, fallen trees, and basic rubble and ruins as Open Ground. It is up to the GM to determine what other types of terrain a walker can ignore.
• Vehicles with the Walker Trait cannot make use of the Ram Action. They make a standard Charge Action instead.
• Far more combat capable than most other vehicle types, walkers (or rather their pilots) are better able to turn to face their opponents in the midst of a melee. A vehicle with the Walker Trait has Armour and Facings just like all vehicles and when engaged in melee combat it should always be clear to the GM and the players which direction it is facing for the purposes of working out which armour value its opponents must attempt to penetrate, as well as which direction the walker may make its attacks. Any vehicle with the Walker Trait may turn to face its melee opponents at the end of its Turn as a Free Action. This does not count as a form of movement and it may in fact put other attackers in a better position if the Walker is fighting multiple opponents in melee.
• Vehicles with the Walker Trait may turn as many times as they like when moving, regardless of how far they move.

Vehicle Upgrades

It is rare to see two Imperial Guard tanks that are exactly
alike, even within the same company. Smoke launchers, pintlemounted
weapons, track guards and even basic searchlights
appear in numerous configurations and come in all manner of
different patterns. Most are common and easy to install by a
skilled Operator or Enginseer. Others are more integral however,
and are often installed during the vehicles manufacture.
There are two types of vehicle upgrades—Standard and
Integral. Standard vehicle upgrades are optional additions
that Guardsmen can requisition just like other equipment. If
no one is on hand to install the upgrade then the Guardsmen
can do it themselves just as if they were Repairing the vehicle
(see Damage & Repair on page 281 of the Only War Core
Rulebook). Integral vehicle upgrades cannot be added to a
vehicle; the vehicle must come with that upgrade from the
start. The GM has final say on what Integral Vehicle Upgrades
the players might have when they are assigned a vehicle, and
Regiments with access to higher quality equipment should
generally have access to better upgrades. All vehicle upgrades
have an associated Difficulty Rating with the base Difficulty
of the Test to repair them;for Standard Vehicle Upgrades, this
Difficulty Rating the base Difficulty for installation. A vehicle
can only have one instance of any given upgrade at a time.
Ablative Armour
Type: Standard
Upgrades: Any Vehicle
Install/Repair Base Difficulty: –10
A crude and somewhat rudimentary method of enhancing a
vehicle’s armoured protection, ablative armour often takes the
forms of large sections of plasteel welded or in some cases
hooked onto exposed areas of a vehicle’s sides. These types
of modifications add to a vehicle’s staying power, but often
slow it down due to the excess weight.
Ablative armour adds +4 Armour to each of the vehicle’s
Facings, but reduces the vehicle’s Tactical and Cruising Speed
by 5 metres and reduce its Manoeuvrability by –10. Any Critical
Damage (including Critical Damage caused by Righteous Fury)
to a location that has ablative armour destroys the ablative
armour but does not cause any other Critical Effects. Ablative
armour cannot be repaired and must be replaced.
Anti-Grenade Mesh
Type: Standard
Upgrades: Any Vehicle
Install/Repair Base Difficulty: +10
An uncommon upgrade mostly seen on siege tanks and
vehicles expected to face the enemy in close quarters, antigrenade
mesh usually consists of thin metal wiring or heavy
plastic rings that have a slight spring when pushed, always
returning to their original form. An extremely basic form of
passive defence, the mesh tends to deflect incoming grenades,
pushing them away before they can explode. Attaching
shaped explosives, such as melta bombs, is difficult due to the
nonmagnetic nature of the materials used.
Whenever a vehicle with anti-grenade mesh is struck by
a grenade, roll 1d10; on a result of 7 or higher, the grenade
scatters 1d5 metres away from the tank before detonating.
On a result of 1, the Anti-grenade mesh is damaged by the
explosion, and ceases to function until repaired. For placed
explosives, such as melta bombs, Anti-Grenade Mesh imposes
a –20 penalty to any Test to set up the explosive.
Artificer Hull
Type: Integral
Upgrades: Any Vehicle
Install/Repair Base Difficulty: –40
Engineered by the finest Tech-Priests, the vehicle’s hull is a
rare work of mechanical art. Thrice blessed by hundreds of
chanting Enginseers and anointed in several sacred oils even
the thinnest sections of the vehicle’s armour can withstand
hits that would fell lesser tank in a single hit.
A vehicle with this Upgrade reduces all Critical Damage
by 4, gains +10 to any Jink Actions, and suffers no Damage
when it initiates a Ram! Action. Due to the sacred nature of
the vehicle’s hull, all Repair Tests for the vehicle suffer a –20
penalty in addition to any other modifiers.
Camo-Netting
Type: Standard
Upgrades: Any Vehicle
Install/Repair Base Difficulty: +20
Perfect for ambushes or for hiding artillery from enemy
aircraft, camo-netting comes in many forms, from actual
foliage stripped from trees, to sheets of rock and rubble
affixed to light metal frames, and even nets of torn fabric
dyed to match the surrounding terrain. camo-netting requires
no test to install or remove, and is easily rolled up and stored
on the hull of a vehicle. It completely covers a vehicle once
installed, and all Tests to spot a camouflaged vehicle suffer
a –30 penalty. Camo-netting does not hide a vehicle that is
moving or shooting. If a vehicle with camo-netting catches
fire, roll 1d10; on a result of 5 or lower, the camo-netting is
damaged, and does not function until repaired..
‘Dozer Blade
Type: Standard
Upgrades: Any Tracked Vehicle
Install/Repair Base Difficulty: –10
“Dozer blade” is a common term that refers to a family of
frontal hull attachments used by many vehicles throughout
the Imperium. Most take the form or a large slab of heavy
plasteel mounted atop heavy hydraulic shock absorbers,
although some are more rigid “ram bars” whereas others
have spikes, blades and other dangerous additions. Ostensibly
designed to clear rubble and push wrecked vehicles, vehicle
crews tend to use them as improvised weapons.
A vehicle with a ‘dozer blade increases the Armour of its
Front Facing by +4. Additionally a ‘dozer blade allows the
vehicle to treat terrain with heavy rubble and other detritus
as open ground as long as it moves no faster than its Tactical
Speed each Turn.
Distributed Ammunition
Storage System
Type: Integral
Upgrades: Any Vehicle with the Enclosed Trait
Install/Repair Base Difficulty: –30
Recovered from the crumbling data-crypts of Lathe-Hadd in
the Calixis Sector, the distributed ammunition storage system
is an ancient method of storing ammunition, specifically
explosive shells, in such a way as to limit the damage from
ammunition explosions. The distributed ammunition storage
system has yet to see widespread use within the Spinward
Front as the STC for the device is highly fragmented, but
those vehicles lucky enough to have one fear ammunition
explosions far less than unprotected vehicles.
Whenever this vehicle suffers Critical Damage to the
Weapons Systems or Turret, reduce any Damage the crew
would suffer by 10.
Frag Defender
Type: Standard
Upgrades: Any Vehicle with the Enclosed Trait
Install/Repair Base Difficulty: –10
A simple but effective modification of the standard smoke
launcher, frag defenders explode upwards in a shower of hot
shards that patter harmlessly off the tank’s hull but are far
more lethal to anyone foolish enough to be attacking the
tank in melee.
As a Reaction, a vehicle’s commander or driver may
activate its frag defenders. Each character within 5 metres of
the hull of the vehicle suffers 2d10 Explosive Damage with
a Penetration of 0 (characters inside of the vehicle and the
vehicle itself are unaffected). Frag defenders are single-use
items, and must be replaced after each use.
Mine Sweeper
Type: Standard
Upgrades: Any Vehicle with the Tracked Trait
Install/Repair Base Difficulty: –10
Mines represent a tremendous threat to armoured vehicles.
Often undetectable, mines can lie in place for years before
detonating in a colossal explosion that rips through hull plates
and crew alike. As there is often no warning of a minefield’s
presence until it is too late, many tanks fit precautionary
“mine sweeper” devices that help detonate scattered mines far
in advance of the vehicle’s main hull.
Whenever a vehicle equipped with a mine sweeper would
trigger a planted explosive, the vehicle’s driver may make a
Routine (+20) Perception Test as a Reaction. If he succeeds,
he may have the vehicle back up 5 metres immediately, plus
1 metre per Degree of Success he scored on the Test. If this
is enough distance to avoid the explosion, the vehicle suffers
no Damage from the detonating mine. Any Critical Damage
(including Critical Damage caused by Righteous Fury) to the
vehicle’s Front Facing damages the Mine Sweeper, rendering
it useless until repaired. A vehicle with a minesweeper cannot
have a ‘dozer blade.
Rough Terrain Modifications
Type: Integral
Upgrades: Any Vehicle
Install/Repair Base Difficulty: –20
A catch-all term for a number of adaptations, rough terrain
modifications give vehicles a greater ability to traverse
hazardous terrain. These adaptations include different types
of track links, more robust drive wheels, reinforced axles,
widely spaced “feet” for walkers and even sophisticated
vectored engines for skimmers.
Rough terrain modifications allow a vehicle’s driver to reroll
one failed Operate Test per Turn when navigating difficult
terrain (see page 272 of the Only War Core Rulebook).
Vehicles with the Skimmer Vehicle Trait with this Upgrade
increase their Manoeuvrability by +10.
Searchlight
Type: Standard
Upgrades: Any Vehicle
Install/Repair Base Difficulty: +30
Many vehicles mount powerful searchlights in an effort to
discover the hidden foes of the Emperor. .
Any crew member or passenger can activate a searchlight as
a Half Action by making a Challenging (+0) Perception Test
to find his targets. If he succeeds, he illuminates them. For as long
as he keeps the Searchlight active, attacks made against these
targets (and against the vehicle) suffer no penalties for darkness.
Smoke Launcher
Type: Standard
Upgrades: Any Vehicle
Install/Repair Base Difficulty: +10
A concept that stretches back to ancient Terra, smoke
launchers blanket an area in thick impenetrable smoke,
shielding vehicles from incoming fire and allowing for hasty
retreats or sudden assaults.
As a Half Action or Reaction, the vehicle’s commander or
driver may trigger its smoke launchers. This creates a cloud of
obscuring smoke with a radius of 15 metres, centred on the
vehicle (see Fog, Mist, Shadow, or Smoke on page 253 of
the Only War Core Rulebook). Smoke launchers are singleuse
items, and must be replaced when expended.
Superior Plating
Type: Integral
Upgrades: Any Vehicle
Install/Repair Base Difficulty: –30
Some vehicles are lucky enough to incorporate rare materials
or internal reinforcement within their armour plating, giving
them much greater damage resistance than standard armour
and certainly more than hastily applied ablative patches.
A vehicle with superior plating gains +2 Armour to all
locations and gains the Reinforced Armour Trait. If the vehicle
already had this Trait, then the Critical Damage it would suffer
is halved again (to a minimum of 1). Superior plating always
takes twice as long to repair as regular armour plating.
Track Guards
Type: Standard
Upgrades: Any Vehicle with the Tracked Trait
Install/Repair Base Difficulty: +0
Often the most vulnerable point on any armoured vehicle,
damaged tracks spell the doom of most tanks. Unable to turn,
move or retreat, an immobile tank is an easy target. The Imperial
Guard sometimes issues track guards to both its transports and
its main battle tanks in an effort to limit track vulnerability.
Similar to ablative armour, track guards can be the difference
between life and death on the battlefield.
A vehicle with track guards gains +5 Armour against any hits
that strike its Motive Systems. Any Critical Damage (including
Critical Damage caused by Righteous Fury) to that vehicle’s
Motive Systems destroys the track guard in that location.
Track guards cannot be repaired and must be replaced.

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