We weren’t overly keen with Necromunda’s Wasteland Workshop vehicle rules, as they tended to be a lot more expensive than some of the options available to the gangs that had been lucky enough to get their own vehicles thus far. Add to that the extra cost to keep them running with the Jury-rigged rule and it just didn’t seem all that fun.
As we love the idea of custom vehicles, and seeing what people decide to bring/create. We’ve decided to ditch the initial Light/Medium/Heavy Custom Vehicle stats & costs and instead base them off of pre-existing chassis, as detailed below. These will be available to all gangs in our campaign.
Mounts & vehicles will only be available during Ash Wastes Scenarios from Campaign Cycle 3 onwards
Vehicle Creation House Rules
50 Credits
70 Credits
95 Credits
145 Credits
75 Credits
Bikes/Mounts/etc – 50 Credits
All manner of one-man mounts are available, these can take the form of a bike, beast or some other item of locomotion for a ganger and is purchased for them as any other item of wargear would be.
Mounts can’t be purchased for or be combined with the following:
- Vehicle crew.
- Wargear that affects movement (for example jump booster or grav-cutter).
Special Rules
If a mount is used for a battle, the fighter gains the Mounted condition and is subject to the following rules:
Movement: Increased to 8″
Hands Full: A fighter that is Mounted reduces the total number of weapons they can carry by one and cannot be equipped with any weapon with the Unwieldy trait unless it also has the Lance trait. In addition, they can never use more than one weapon in close combat.
When fighting with a weapon with the Paired trait, a fighter subject to the Mounted condition does not gain a bonus attack for being equipped with two close combat weapons, nor do they double their Attacks characteristic when they perform a Charge (Double) action.
Ride By: A Mounted fighter may move within 1″ of a single enemy model when performing a Move (Simple) action. When doing so, or if within Long range of a weapon with the Versatile trait, the fighter may interrupt their movement to make a single close combat attack against that model. However, that model may attempt to make a single Reaction attack. If this fighter is hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see “I Get Knocked Down…”).
Quick Retreat: A Mounted fighter may add a +2 modifier to their Initiative test when attempting to perform a Retreat (Basic) action.
Grounded: A Mounted fighter cannot climb terrain or vehicles.
My Mount is my Life: A Mounted fighter may have two different Fighter cards even if they do not have the Tools of the Trade special rule, in which case the only difference allowed is the presence of their mount. A fighter stranded in the wastes without their mount is in dire trouble, and therefore a fighter can never become separated from its mount mid-battle.
“I Get Knocked Down…”: A Mounted fighter does not automatically become Prone and Pinned when hit by a ranged attack. Instead, they immediately make an Initiative test (applying a -1 modifier if they were hit by a weapon with either the Blast (3″/5″/*) or Knockback traits). If this test is passed, the fighter does not become Prone and Pinned but remains Standing and Active. If this test is failed, they are Knocked Down.
When a Mounted fighter is Knocked Down, they immediately suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the fighter moved during their last activation, rounded up to the nearest inch:
Distance Moved | Strength | AP | Damage |
---|---|---|---|
0″-5″ | 3 | – | 1 |
6″-9″ | 5 | -1 | 1 |
10″+ | 7 | -2 | 2 |
After this hit has been resolved, the fighter changes their status to Prone and Pinned. In order to perform the Stand Up (Basic) action, a Prone and Pinned fighter subject to the Mounted condition must pass an Initiative test. If this test is passed, the fighter changes their status to Standing and Active. If this test is failed, the action is wasted and they remain Prone and Pinned.
Upgrade Slots: No Weapon Hardpoints can be added to a mount, Although it does have the following Upgrade slots available:
Body | Drive | Engine |
1 | 1 | 1 |
Wolfquad/Light Custom Vehicle – 70 Credits
M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
8″ | 3 | 3 | 3 | 2 | 5+ | 5+ | * | * | * | * | * |
Special Rules
Agile: 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.
Locomotion: This vehicle either has the Wheeled or Tracked special rule, decided when the vehicle is purchased. If Tracked is chosen, reduce the vehicle’s Movement characteristic by 1″. This affects how the vehicle interacts with terrain (see page 68).
Weapon Hardpoints: A Wolfquad/Light Vehicle has one weapon hardpoint. Any weapon mounted on it gains the Crew Operated and Arc (Front, Left or Right) traits.
Upgrade Slots: A Wolfquad/Light Vehicle has the following Upgrade slots available:
Body | Drive | Engine |
1 | 1 | 2 |
Wolfquad/Light Vehicle Equipment List
A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons.
Wolfquad/Light Custom Vehicles can use both the Wolfquad Equipment List on p74 or the Custom Vehicle Equipment List on p63. Only weapons and wargear may be used on vehicle creation. All other upgrades may be purchased later in the campaign from the Trading post and Black Market
Ridgerunner/Medium Custom Vehicle – 95 Credits
M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
7″ | 5 | 4 | 4 | 3 | 7+ | 5+ | * | * | * | * | * |
Special Rules
Weapon Hardpoints: A Ridgerunner/Medium Vehicle has two weapon hardpoints.
- Any weapon mounted on the hull gains the Crew Operated and Arc (Front) traits.
- Any weapon mounted on the rear platform gains the Passenger Operated and Arc (Front) traits.
Transport Area: A Ridgerunner/Medium Vehicle can have a rear platform as transport area as standard.
Upgrade Slots: A Ridgerunner/Medium Vehicle has the following Upgrade slots available:
Body | Drive | Engine |
2 | 3 | 2 |
Ridgerunner/Medium Vehicle Equipment List
A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons.
Ridgerunner/Medium Custom Vehicles can use both the Ridgerunner Equipment List on p73 or the Custom Vehicle Equipment List on p63. Only weapons and wargear may be used on vehicle creation. All other upgrades may be purchased later in the campaign from the Trading post and Black Market.
Rockgrinder/Heavy Custom Vehicle – 145 Credits
M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
5″ | 7 | 7 | 6 | 4 | 8+ | 4+ | * | * | * | * | * |
Special Rules
Weapon Hardpoints: A Rockgrinder/Heavy Custom Vehicle has two weapon hardpoints.
- Any weapon mounted on the hull gains the Crew Operated and Arc (Front, Left or Right) traits.
- Any weapon mounted on the rear platform gains the Passenger Operated and Arc (Front, Left or Right) traits.
Transport Area: A Rockgrinder/Heavy Custom Vehicle can have a rear platform as transport area as standard.
Upgrade Slots: A Rockgrinder/Heavy Custom Vehicle has the following Upgrade slots available:
Body | Drive | Engine |
3 | 3 | 3 |
Rockgrinder/Heavy Vehicle Equipment List
A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons.
Rockgrinder/Heavy Custom Vehicles can use both the Rockgrinder Equipment List on p75 or the Custom Vehicle Equipment List on p63. Only weapons and wargear may be used on vehicle creation. All other upgrades may be purchased later in the campaign from the Trading post and Black Market.
Light Walker Custom Vehicle – 70 Credits
M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
5″ | 3 | 3 | 3 | 2 | 4+ | 5+ | * | * | * | * | * |
Special Rules
Weapon Hardpoints: A Light Walker has one weapon hardpoint.
- Any weapon mounted on the hull gains the Crew Operated and Arc (Front) trait.
Locomotion: walker: This vehicle has the Walker special rule, affecting how the vehicle moves and interacts with terrain:
Make any amount of turns during an activation. For every 1″ a walker moves through difficult terrain, it counts as having moved 2″.
Upgrade Slots: A Light Walker Custom Vehicle has the following Upgrade slots available:
Body | Drive | Engine |
2 | 1 | 2 |
Light Walker Vehicle Equipment List
A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons.
A Light Walker Custom Vehicle can use the Custom Vehicle Equipment List on p63. Only weapons and wargear may be used on vehicle creation. All other upgrades may be purchased later in the campaign from the Trading post and Black Market.