Skip to main content

Vehicle Impacts

Source: Necromunda Core Rulebook (2023)

There are several ways in which vehicles can impact other models, and even terrain. What happens when they do depends upon the nature of the impact.

Running Over Fighters

If a moving vehicle comes into contact with a fighter’s base, the fighter is moved by the smallest amount possible to allow the vehicle to pass, ensuring the fighter does not end up within 1" of the vehicle. Once the vehicle’s movement has been completed, make an Initiative test for each Standing or Prone and Pinned fighter moved in this way, applying a +1 modifier if the fighter was Standing. If the fighter is Prone and Seriously Injured, they will only pass this test on a natural roll of a 6.

If this test is passed, the fighter was able to dodge safely aside. If, however, this test is failed, the fighter suffers an automatic hit, and if Standing and Active becomes Prone and Pinned. See the Vehicle Collision Damage table to determine the power of the hit.

Vehicle Collision Damage Table

There are many circumstances when a vehicle might collide with another part of the battlefield, be it another vehicle, a fighter or terrain. When this happens use the Movement characteristic of the moving vehicle on the table below to determine the Strength, AP and Damage of the impact.

A vehicle that is Stationary and Stalled but has moved as part of a Jump Start, Turn-over, Free Wheel action or as a result of suffering a vehicle collision is assumed to have a Movement characteristic of 3".

Movement CharacteristicStrengthAPDamage
3"-5"3-1
6"-7"5-11
8"-9"7-22
10"+9-33

Vehicle Collisions

There are two types of vehicle collisions: head-on and side-on:

Head-On Collisions

If, during the course of its movement, a vehicle’s Front arc makes contact with any part of another vehicle, a head-on collision has occurred. When this happens, compare the Toughness value of the impact arcs of the two vehicles:

  • If the Toughness of both vehicles is the same, or if the Toughness of the moving vehicle is greater, the impacted vehicle is pushed by the moving vehicle until it reaches the end of its movement.
  • If the Toughness of the moving vehicle is lower, the active vehicle stops immediately.

Side-On Collisions

If, during the course of its movement, a vehicle’s Side arc makes contact with any part of another vehicle, a side-on collision has occurred (generally this will be either as the result of a failed Loss of Control test or a vehicle turning). When this happens, make a Handling test for the moving vehicle, applying a +1 modifier if its Toughness in the impact arc is greater than that of the other vehicle:

  • If the test is passed, the impacted vehicle is moved by the smallest amount possible to allow the active vehicle to pass.
  • If this test is failed, the active vehicle is turned by the smallest amount possible to allow it to continue moving.

Colliding With Terrain

If a vehicle collides with a wall, an impassable or solid terrain feature or a sturdy structure, it will likely come off worse. In such cases, the vehicle is automatically treated as if it had collided with a vehicle that has a greater Toughness than it, whilst the terrain will suffer no damage.

If a vehicle collides with an obstacle or a flimsy structure, that terrain feature will be destroyed and is removed from the battlefield. Any fighters on top of it immediately fall. The vehicle itself is treated as having collided with a vehicle that has a lower Toughness than it.

Vehicle Collision Damage

In either case, once the active vehicle has finished its movement, both vehicles will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by the Vehicle Collision Damage table. All hits are resolved against the Toughness value of the facing that suffers the hit.

If the Toughness of one of the vehicles is lower, increase the Strength, AP and Damage of the hit against it by 1. Applying damage to vehicles is discussed later (see Resolving Hits Against Vehicles).

info

Chain Collisions

It is possible (some might even say likely!) that a chain reaction of collisions may occur as vehicles push each other into rocky outcrops and other battlefield features.

When this happens, fully resolve the damage from each collision in the order they occur. If a subsequent collision occurs due to a vehicle being pushed, use the initial vehicle’s Movement characteristic when determining the power of the impact.

Finally, if a vehicle stops due to impacting impassable terrain or a vehicle with a higher Toughness value then all the vehicles involved in the collision stop.