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.

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, 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 its 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.

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.

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