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Vehicle Profiles

Source: Necromunda Core Rulebook (2023)

Vehicle Characteristic Profiles

Similar to fighters, each vehicle has a ‘characteristics profile’, which details its strengths and weaknesses. For example, here is the profile for a Goliath Road Thug driving a Goliath Mauler:

Vehicle CharacteristicsCrew Characteristics
Toughness
MFrontSideRearHPHndSvBSLdClWilInt
7"5 4 4 3 5+5+4+8+5+9+8+
info

Vehicle Profiles appear slightly differently on Necrodamus, for sake of brevity.

Example Vehicle

MFrontSideRearHPHndSv
7"54435+5+

Each of these characteristics represents a different trait or attribute of either the vehicle itself or of its crew, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better:

  • Movement (M), Toughness (Front, Side and Rear) and Hull Points (HP) are all shown as simple numbers, in which case a higher number is better.
  • Save (Sv), Ballistic Skill (BS) and Handling (Hnd) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in Rolling Dice. In which case, a lower number is better.

In addition, a vehicle card will have all four psychology characteristics assigned to it, just like a fighter; Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int). In the case of a vehicle, these represent the psychological traits of the crew rather than the vehicle itself. These are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better.

During Campaign play, characteristics may be improved or reduced as vehicles are upgraded and as the crew gains experience or suffers injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below:

Vehicle Characteristics

MFrontSideRearHPHndSv
Max12"10101083+2+
Min1"333110+6+

Crew Characteristics

BSLdClWilInt
Max2+3+3+3+3+
Min6+10+10+10+10+

Vehicle Characteristics & Characteristic Tests

A vehicle’s characteristics are defined as follows:

Movement (M)

This is the distance, in inches, the vehicle can move when making a standard Move action.

Toughness (Front, Side, Rear)

All vehicles have three Toughness characteristics: Front, Side and Rear, corresponding to their vision arcs (see Vehicle Vision Arcs). This shows how sturdily built a vehicle is; the higher a vehicle’s Toughness characteristic, the less likely it is to be damaged by an attack.

Hull Points (Hp)

A vehicle’s Hull Points characteristic is a measure of how much punishment it can sustain before it is Wrecked.

Handling (Hnd)

This represents how manoeuvrable a vehicle is and how responsive it is to the crew’s commands. Handling is used to avoid damage from dangerous terrain, maintain control after suffering damage, and when attempting to Restart a Stalled vehicle.

Save (Sv)

This indicates how heavily armoured a vehicle is.

Ballistic Skill (Bs)

This characteristic represents the proficiency of the vehicle’s crew with ranged weapons fitted to the vehicle.

Leadership (Ld)

A vehicle’s Leadership characteristic represents the ability of its crew to issue or follow commands in the heat of battle.

Cool (Cl)

A vehicle’s Cool characteristic represents the capacity of its crew for keeping calm under fire.

Willpower (Wil)

Willpower is a measure of the crew’s mental fortitude and resilience against the horrors of Necromunda.

Intelligence (Int)

This represents the mental acuity and ability of the crew to apply knowledge.

Modifying Characteristics

Sometimes, the rules will modify a characteristic. If the characteristic is given as a simple number, the modifier is applied as written – for example, if a vehicle with a Front Toughness of 6 is given a +1 modifier to its Toughness, its Front Toughness counts as 7.

If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success), the modifier is applied to the dice roll rather than the characteristic.

Characteristic Tests

Players will often be called on to make a characteristic test for a vehicle – for example, a Ballistic Skill test is made when a vehicle attacks with a ranged weapon. Characteristics tests are made as follows:

  • Ballistic Skill tests are made by making a target number roll on a single D6 (as described in Rolling Dice). If the result is equal to or higher than the characteristic, the test is passed.
  • Handling, Leadership, Cool, Willpower and Intelligence tests are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed.
  • To check against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing, the check is passed. A natural roll of a 6 is always a fail.

Vehicle Cards

As with fighters, each vehicle within a player’s gang is represented by a model on the battlefield and a Vehicle card filled in with their characteristics, upgrades, special rules and other useful reference information. Blank Vehicle cards with the logo of each House can be found in the various Gang Tactics card packs.

Each Vehicle card is split into several areas:

  1. The vehicle’s name.
  2. The vehicle’s type.
  3. The vehicle’s cost, in credits.
  4. The vehicle’s characteristics. The last five (BS, Ld, Cl, Wil, Int) are shaded as a reminder that they are the characteristics of the crew rather than the physical characteristics of the vehicle (see Vehicle Profiles).
  5. The weapons the vehicle is equipped with.
  6. Any special rules the vehicle has, as described in its entry in the gang list.
  7. Any upgrades the vehicle has been equipped with.
  8. Any Wargear the vehicle has been equipped with.