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Vehicle Upgrades & Wargear

Weapons

Basic Weapons

ItemALCost
AutogunC15
LasgunC15

Special Weapons

ItemALCost
Grenade launcher (frag & krak)R865
Long lasC20
Storm bolter (Imperial)R1295

Heavy Weapons

ItemALCost
Harpoon launcherR9110
Heavy bolterR10160
Heavy flamerR10195
Heavy stubberR7130
Mining laserR9125
Missile launcher (frag & krak)R10165
Seismic cannonR10140

Body Upgrades

Ablative Armour

15 Credits – Rare (7)

Treats the first non-Glancing Hit it suffers to the Body location in each battle as a Glancing Hit.

Crash Cage

15 Credits

Treats the first non-Glancing Hit it suffers to the Crew location in each battle as a Glancing Hit.

Escape Hatches

10 Credits

When rolling on the Lasting Injury table for the crew of a vehicle fitted with escape hatches, the result may be re-rolled. The second result must be kept even if it is worse than the first.

Explosive Ram

25 Credits – Rare (9)

The first head-on collision this vehicle is involved in, the other object also suffers a S5, AP -2, D2 hit in addition to any other effects.

Extra Armour

25 Credits

A vehicle fitted with extra armour increases its Toughness characteristic by 1 in all locations.

Fire Points

15 Credits

All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots.

Fire Point: When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round.

All Fire Points are also subject to the Unstable Platform rule.

Unstable Platform: Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points.

Meat Grinder

20 credits – Exclusive

When a vehicle with this upgrade runs over a fighter, that fighter suffers a -2 modifier to their Initiative test to avoid being hit. Additionally, increase the AP of any hits suffered as a result of being run over by 1.

Ram

15 Credits

A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its Front arc.

Reinforced Armour

20 Credits – Rare (9)

A vehicle fitted with reinforced armour increases its starting HP by 1.

Rockgrinder Ram

40 Credits – Rare (9)

A vehicle fitted with a rockgrinder ram adds 2 to the Strength, AP and Damage of any vehicle impacts involving its Front arc.

Speed Fins

10 Credits – Rare (8)

If a model equipped with speed fins does not make any turns during its activation, it may increase its Movement characteristic by 1". This Upgrade cannot be taken by a Walker.

Transport Bed

15 Credits

A defined area (which must be clear on the model) of a vehicle fitted with a transport bed. This means that fighters on that area do not have to check to see if they fall off when the vehicle moves. This Upgrade cannot be taken by a Walker. The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle.

Transport Cage

Small: 20 Credits
Large: 50 Credits – Rare (7)

A transport cage is an enclosed cab on a vehicle designed to carry fighters. They may take many different shapes and sizes but the purpose is always to safely transport fighters across the dangerous ash wastes. All transport cages must have at least one clearly visible access point.

The number of fighters able to fit in a transport cage is determined by its size:

  • small ones can hold three fighters,
  • large ones six fighters.

This is the maximum number of fighters that can be embarked upon the vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle with a transport cage as long as the vehicle is already deployed upon the battlefield; fighters cannot start embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition and Brutes cannot enter a transport cage.

While embarked in a transport cage, a fighter is treated as if they are not on the battlefield, so cannot be the target of any attacks or use any abilities. If any fighters are embarked on a vehicle when it is Wrecked, they must be placed Prone within 1" of the vehicle’s final position and then suffer a S4, AP -, D1 hit. Any fighter that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table for them.

All friendly fighters can perform the Embark (Basic) and Disembark (Basic) actions:

Embark (Basic): If this fighter is within 1" of a transport cage’s access point, remove them from the battlefield. They are now embarked in the transport cage.

Disembark (Basic): If this fighter is embarked in a transport cage, place them within 1" of the transport cage’s access point and at least 1" away from any enemy fighters. This may mean that fighters cannot disembark from a transport cage.

Turtle Back

10 Credits – Rare (8)

A vehicle with a turtle back does not automatically become Wrecked if it rolls due to failing a Loss of Control test. Instead it loses two Hull points and auto rights itself after resolving the roll.

Weapon Hardpoint

40 Credits – Rare (8)

A vehicle fitted with this Upgrade adds one Weapon Hardpoint. This Upgrade can be taken multiple times.

Weapons Stash

20 Credits – Rare (7)

This vehicle counts as an Ammo Cache

Drive Upgrades

All-Wheel Steering

10 Credits

A vehicle fitted with all-wheel steering increases its Handling characteristic by 1. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule.

Antigrav Generators

50 Credits – Rare (10)*
*Rare (8) for Van Saar

A vehicle fitted with this antigrav generators gains the Skimmer special rule, replacing whatever its current Locomotion special rule is.

Emergency Brake

10 Credits

Whenever this vehicle moves due to a failed Loss of Control test, halve the distance travelled. This Upgrade cannot be taken by a Walker.

Pneumatic Radials

30 Credits – Rare (8)

A vehicle fitted with pneumatic radials does not suffer any penalty to its movement for traversing difficult terrain. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule.

Powered Steering

30 Credits – Rare (8)

When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule.

Redundant Drive System

15 Credits – Rare (7)

A vehicle fitted with a redundant drive system treats the first non-Glancing Hit it suffers to the Drive location in each battle as a Glancing Hit. This Upgrade cannot be taken by a Walker.

Tyre Claws

10 Credits

A vehicle fitted with tyre claws increases its Handling characteristic by 1. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule.

Engine Upgrades

Archaeotech Automantic Reactor

40 Credits – Rare (10)

A vehicle fitted with an archaeotech automantic reactor increases its Movement characteristic by 2". When the vehicle is Wrecked, the reactor explodes; all models within 3" suffer a S5, AP -1, D1 hit, and the vehicle is then removed.

Easy Turnover

5 Credits

A vehicle fitted with an easy turnover applies a +1 modifier to any checks to restart its engine.

Engine Shell

15 Credits – Rare (9)

A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit.

Gas Promethium Engine

25 Credits – Rare (10)

Each time this vehicle moves, any models within 1" of the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames belching out of the exhausts.

Glys Injector

20 Credits – Rare (8)

Once per battle, when it is activated, a vehicle fitted with a glys injector can increase its Movement characteristic by 4" for the duration of its activation.

Nitro Burner

15 Credits

A vehicle fitted with a nitro burner increases its Movement characteristic by 1".

Plasma Coil Engine

25 Credits – Rare (9)

When this vehicle is activated, its Movement characteristic can be increased by 2"; however, if it is, then after the activation is finished roll a D6. On a result of a 1, the engine overheats and the vehicle loses 1 HP.

Smoke Vents

25 Credits

This vehicle is constantly shrouded by clouds of smoke; all ranged attacks targeting it suffer a -1 penalty to hit. This effect is ignored by anything that ignores the Smoke weapon trait.

Vehicle Wargear

Boarding Ramp

15 Credits

A fighter attempting to jump from a vehicle fitted with a boarding ramp to another vehicle within 3" adds 1 to its Initiative check.

Body Spikes

10 Credits

Any time a fighter moves on a vehicle fitted with body spikes (except when moving on a Transport area), they must make an Initiative test. If failed, they suffer an automatic S3, AP -, D1 hit. This attack does not pin them.

Booby-Trapped Fuel Tanks

10 Credits – Rare (9)

If a vehicle fitted with booby-trapped fuel tanks is Wrecked, roll a D6 every time a fighter moves within 3" of it. On a 5+ the vehicle explodes; every model within 5" takes a S6, AP -1, D1 hit with the Blaze trait. Once it has exploded, a vehicle equipped with booby- trapped fuel tanks is removed from the battlefield and must then roll on the Lasting Damage table (apply this result in addition to the result rolled when the vehicle was wrecked).

Caltrop Launcher

20 Credits – Rare (7)

A vehicle fitted with a caltrop launcher may make the Lay Caltrops (Basic) action.

Lay Caltrop (Basic): The vehicle moves forwards in a straight line up to its Movement characteristic; no turns may be made. At any point during this move, up to three markers can be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. Any time a vehicle with the Wheeled special rule moves within 1" of a caltrop marker, they must make a Loss of Control test with a -2 modifier.

Feast Table

60 credits – Exclusive

All friendly Corpse Grinder Cult fighters within 9" of a vehicle with a feast table may re-roll all failed Cool tests.

Flare Launchers

10 Credits

A vehicle fitted with flare launchers may perform the Launch Flares (Basic) action.

Launch Flares (Basic): All models, including this vehicle, within 12" of this vehicle gain the Revealed condition until the start of the End phase.

Grisly Trophies

45 credits – Exclusive

The vehicle is festooned with the mangled remains of the gang’s enemies. If any enemy fighter wishes to target this vehicle with a close combat attack, they must first pass a Willpower test. If the Willpower test is failed, the action is wasted.

Headlights

15 Credits

A vehicle fitted with headlights can turn them on or off at the start of their activation; they remain in the selected state until their next activation. While they are on, all models within 12", in Line of Sight and within the vehicle’s Front arc are Revealed. In addition, while the headlights are on, the vehicle equipped with themis also Revealed.

Kill Switch

15 Credits – Rare (7)

If this vehicle is Wrecked as a result of a hit to the Engine, subtract one from the Lasting Damage table roll.

Minelayer

15 Credits – Rare (7)
Additional Mines: 20 Credits

One use only per battle. A vehicle fitted with a minelayer may make the Lay Mine (Basic) action. Each additional mine purchased allows the Lay Mine (Basic) action to be performed one extra time per battle.

Lay Mine (Basic): The vehicle moves forwards in a straight line up to its Movement characteristic, no turns may be made. At any point during this move a melta trap may be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. It cannot be triggered until after this is completed.

Smoke Launchers

20 Credits

A vehicle fitted with smoke launchers may make the Launch Smoke (Basic) action. Launch Smoke (Basic):Place three markers within 2" of this vehicle. These markers act like smoke grenades.

Wheel Scythes

20 Credits

If a vehicle fitted with Wheel Scythes moves within 1" of a model, that model takes a S3, AP -, D1 hit, and if they are a fighter they are Pinned. This Wargear can only be taken by vehicles with the Wheeled special rule.