46960414 Dark Heresy Apocrypha Vehicles

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    Apocrypha:V

    ehicles

    Dark Heresy Apocrypha is an irregular series of articles and optional game rules for the Dark Heresy Roleplay Game. TheApocrypha contains all manner of exciting things such as rules additions, new types of character and different ways of constructing

    groups of Acolytes, as well a s ideas for running particular types of game. Such knowledge however, comes with a warningit is

    anticipated that some Apocrypha will have substantial implications for your games of Dark Heresy if you choose to use them. The

    Apocrypha are subject change and sit slightly outside of the purity of Dark Heresys core rules. For those of you who have steeled

    your soul and crave forbidden knowledge you read at you own risk ! Enjoy.

    The Curators o the Dark Heresy Oubliette o Knowledge.

    Vehicles & Riding BeAstsThis Apocrypha presents rules or using vehicles and mounts in games o Dark Heresy.

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    V

    in Dark Heresy there are countless types o vehicles, everythingrom bikes, ships, spacecrat, walkers and more are availableto those with the money and inuence to acquire them. As

    with mounts, vehicles are best used as conveyances, enablingcharacters to move rom one location to another at a rate asterthan they could otherwise achieve with their eet alone. Mosto the time when a character interacts with a vehicle they are apassenger and the vehicle becomes just another environment orthe character to explore. When a character is driving or pilotinga vehicle in non-stressul conditions theres no reason to becomebogged down in the minutia o what lever does whatsimplyallow the Acolytes to reach their destination. There may,however, be times when a character is piloting or driving avehicle in combat, or worse, they ace an enemy that has thebeneft o a vehicle. Such encounters and circumstances alterthe dynamics o the game by injecting a new lethal dimensionto combat. The rules presented here expand combat options by

    including ull rules or incorporating vehicles into the game.

    Vehicle TypesOutside o massive vehicles that require large complements opilots and drivers to control, vehicles are grouped into typesthat correspond to the Drive and Pilot Skill Groups outlinedon pages 102 and 105 o the Dark Heresy Core Rulebook.

    Ground VehiclesGround vehicles encompass any terrestrial vehicle designed

    to manoeuvre on a planets surace. Controlling a groundvehicle eectively requires the Drive (Ground Vehicle) skill.Bikes: Bikes are a catchall or motorcycles, monocyks andother vehicles with one or more wheels arranged in a line.This category generally reers to those vehicles that rely onengines or propulsion.

    Medium Vehicles: This category includes road wheelers andground cars. They are primarily ound on civilised worlds thathave road networks. On such planets, private ownership is a statussymbol and a sign o wealth. Most people do not have the luxuryo possession such transportation. Ground cars include sta carsor ofcers, quads, limousines, and personal conveyersone man

    autos amous or being unreliable and utterly dangerous.

    Large Vehicles: Large vehicles that serve as haulers, trucksand transports, unctioning as cargo and personnel carriers.Haulers are named or the quantity o their wheels, with theCargo-8 being one o the most common.

    Crawlers: Massive vehicles, weighing hundreds o tons,they are somewhat rarer than large vehicles. For civilianpurposes, they are used or construction, transporting heavycargo as harvesters, atbeds and other industrial vehicles. Themilitarys armour such as the Baneblade, Leviathan and even

    the Capitol Imperialisa mobile tracked ortress capable ocarrying hundreds o menall qualiy as crawlers.

    Termites: Termites is a catch-all category or any vehicle designedor burrowing through solid matter. These are generally rare andnormally ound only on industrial worlds and mining colonies.

    Water Crat: Water crat are common throughout theImperium and vary rom the motor skis used to skim thesurace o hive chem-pools to the mass harvesters that roamthe seas o water bound agri-worlds.

    WalkersSemi-robotic walking machines, these vehicles move abouton mechanical legs. Most walkers have military applications,such as guard sentinels, dreadnoughts and the eared battletitans. For civilian use, walkers may serve as power litersor as tools or construction. Some walkers are designed tobe controlled by servitors. Controlling a walker eectivelyrequires the Drive (Walker) skill.

    hoVerVehiclesHover vehicles, oten reerred to as skimmers, are anti-gravvehicles built or limited ight. The Imperium has good andpractical anti-grav and contra-air tech based on ancient designs,but it is little understood and rarely seen outside the circles o

    the wealthy elite or Adeptus Mechanicus. Controlling a hovervehicle eectively requires the Drive (Hover Vehicle) skill.

    ciVilian FlyinG craFtCivilian ying crat are designed to transport people and cargoinside a planets atmosphere or rom a planets surace to anorbiting ship and back again. Most o these vessels have poormanoeuvrability, while others are highly manoeuvrable toys othe elite, able to sore in the clear air o pleasure worlds. Some othese vehicles also include artifcial gravity, but such benefts areexpensive and not widespread. Controlling a civilian ying crat

    eectively requires the Pilot (Civilian Crat) skill.

    MilitaryFlyinG craFtMilitary ying crat include transport s such as valkyrie transporteror aquilla lander or use in warzones, and also includes heavilyarmed engines o destruction such as vulture gunships, thunderboltfghters and marauder bombers. Controlling a military ying crateectively requires the Pilot (Military Crat) skill.

    Vehicle

    characTerisTicsAll vehicles are defned by a set o numbers and Traits toprovide options or the pilot and crew that operate them.In many ways, these characteristics unction as thosecharacteristics used to describe characters and creatures, butunlike living creatures, vehicles are generally not capable otaking Actions on their own and must rely on the capabilitieso their operator. All vehicles have the ollowing statistics:

    Type: This is the class o vehicle and typically indicates how itmoves and the Skill specialisation required to drive or pilot it.

    Size: Vehicles have Size Traits just as creatures. Any vehiclethat can hold one or two people is Hulking, most Acolytes andaircrat are Enormous, with tanks and the like being Massive.

    Armour: Many vehicles are heavily constructed allowingthem to shrug-o harm that would ell a living creature,

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    and in the case o military vehicles, armour plated to resistgunfre, explosions and other attacks. In each vehicles case,an Armour Points value is listed which is used to resistdamage done to it, (note that vehicles have no ToughnessBonus, only Armour Points.)

    These rules (or simplicitys sake) eature only a single Locationor relative ew Locations with separate Armour Values or eachvehicle. The most common o these is Hull, which is used inthese rules as a catch-all term or the bulk o a vehicle, althoughsome will also have separate listing or Locations which areparticularly well, (or poorly) protected, (such as Front, Wings,Rear etc) depending on the nature o the vehicle.

    Striking a particular vehicle Location rather than another is amatter o the direction the attack comes in rom, (shooting at theback o a vehicle will hit its Rear location, or i the Rear is notseparately listed, the Hull etc.) The GM has the fnal say on whatlocation is struck by an attack, and any special eect beyond theusual Damage that striking that Location will have.

    Causing Damage: Vehicles unlike living creatures, Daemonsetc, do not have Wounds. Attacks that deal Damage equal to orgreater than a Locations Armour Points will cause StructuralDamage o some kind (see page @@ o this Apocrypha ormore details). The amount by which the Damage exceededthe Armour determines the severity o the Damage and whichtable is used to determine the result.

    Vehicle Traits: Vehicle traits are special qualities possessedby a vehicle.

    Narrative Speed: This entry describes the vehicles cruisingand top speed, measured in kilometres per hour, and isdisplayed as Cruising Speed/Maximum Speed. CruisingSpeed is the standard sustained speed used or movement inNarrative Time. It typically equals hal the vehicles MaximumSpeed. The Maximum Speed is included as a guide o howast a vehicle can go when pushed. For ground vehicles, theseSpeed values are halved or o-road conditions, unless thevehicle has the All Terrain vehicle trait.

    Combat Speed:This gives the amount a vehicle will move everyRound, depending what Speed Band the vehicle is moving at.This is displayed as Very Slow/Slow/Cruising/Fast/Very Fast.

    Armaments: Armaments describe the standard weaponrythat the vehicle carries. In some cases it simply lists weaponmountings, in which case any weapon o the mounting typelisted can be added.

    Handling Modifer (Skill): This entry take the orm o aDifculty modifer, it reects any bonus or penalties to thepilots Skill Test when attempting operations outside o thenorm with this vehicle based on it inherent manageability.Additionally, this entry also indicates the Skill used tooperate the vehicle.

    Crew: This entry describes the number o crew neededto operate the vehicle. This entry also includes the variousunctions o the crewmen, such as pilot, gunner and so on.

    Passengers: I the vehicle can accommodate passengers,the number it can carry is listed here. Otherwise, this entryis absent. Note this is when passengers are comortablyaccommodated, not crammed in etc!

    Access Points: This entry describes where a character canclimb on board or exit an enclosed vehicle.

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    MoVeMenT innarraTiVe TiMe

    While the means o propulsion may vary, all vehicles move inthe same way. When using Narrative Time (e.g. any time whenthere are no dramatic opportunities or unusual complicationssuch as combat, hazards and the like), it is enough to say thevehicle gets you to where youre going. A vehicle in NarrativeTime moves at the vehicles Cruising Speedthis is modifedby the type o terrain the vehicle is moving over.

    Dfut TWhen moving on roads or similar suraces, vehicles mayuse their Combat Speed and Narrative Speed values. Whentravelling on any other surace, they move at hal their CruisingSpeed or Narrative Speed and halve the Move Value in all otheir Speed Bands or Combat Speedunless the vehicle hasthe All Terrain vehicle trait. Note that Skimmers ignore theeects o all terrain. Vehicles that move through air, space orwater, are not aected by terrain in Narrative Time.

    Vehicle coMbaTIn most Dark Heresy games, vehicles are either environments orthe Acolytes to explore or are simply means o travel, and rarelydo vehicles play a part in the usual sorts o combat encountersthat characters are bound to ace. There are, however, situationswhere a thrilling chase through the labyrinthine streets o a hiveworld or a heart-pounding dogfght in the upper atmospherewill have a place in the game and these rules are designed toenable players and GMs alike to expand their options.

    the BasicsVehicular combat ollows the same structure as combatdescribed in Dark Heresy. Opponents determine Initiative asnormal and then act in order rom highest to lowest. Vehiclesact on the Initiative o their controller. Each participant, ontheir Turn, gets a chance to act, taking a Full Action or twoHal Actions. Where vehicular combat diers is in its senseo scale and how Damage is resolved against vehicles.

    MoVeMentin coMBatWhen moving in combat, vehicles may move a numbero meters per Round that is determined by the Speed thatthe vehicle is travelling at. There are six Speed Bands orvehicles: Stationary, Very Slow, Slow, Cruising, Fast and VeryFast. In a vehicles profle, Combat Speed is divided into

    these Speed Bands: Very Slow/Slow/Cruising/Fast/VeryFast. Unless the vehicles controller takes an Accelerate orDecelerate Action (see Vehicle Actions on page @@ o thisapocrypha) a vehicle will always move at the same Speed thatit was moving in the previous Round.

    Note: In a combat Round a vehicle must move a minimumdistance equal to the movement value o the next rate down.

    MuvHandling determines how diicult it is to control yourvehicle in combat and perorm special manoeuvres, andas one would expect, the aster a vehicle moves, theharder it is to control. Whenever you take an Actionthat calls or an operator Test, modiy the Test by theDiiculty o the vehicles Handling plus the penalty orbonus incurred by the vehicles Speed as shown on Table12: Speed Diiculties.

    I you ail the Test, you simply cannot perorm themanoeuvre. I you ail by two or more degrees oailure, you lose control o the vehicle and must rollon Table 13: Out o Control.On a ailure by our ormore degrees, you lose control and must roll on thetable and add +20 to the roll.

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    the driVe/Pilot skilland

    initiatiVe

    The skill o a driver has an important implication or

    how quickly a vehicle responds in combat, with more

    skilled drivers having an important edge over less skilled

    drivers. A character with Drive or Pilot +10 adds +1 to

    their Initiative roll when controlling a vehicle, whilst

    characters with Drive or Pilot +20 adds +2 to their

    Initiative roll when controlling a vehicle.

    usinG ModelsUsing models to keep track o the relative distancesand positions o vehicles in combat is very useul,

    especially as such situations can oten be quite

    complex and the outcomes highly deadly. When

    using miniatures, movement and ranges will have to

    be converted into a suitable equivalent in inches or

    centimetres. I you are using 28mm miniatures and

    vehicles that correspond in scale to these miniatures

    1 inch/2cm is equal to 1m.

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    Whether rom an Out o Control vehicle or an intentional

    ram, the results o a collision can be devastating. Whena vehicle collides with an object, the vehicle and objectstruck take an amount o Damage. For the vehicle, theamount o Damage is determined by the size o the objectand (i it is a vehicle) the Speed it was travelling at. Forthe object hit, the Damage is determined by the size othe object. I the Damage is not enough to exceed thevehicles Armour, the vehicle may continue moving,though its Speed will drop by one band.

    Passengers not strapped-in take hal this Damage plusany Damage that exceeds the vehicles Armour. Passengersthat are strapped-in only take Damage that exceeds thevehicles Armour.

    Special: I the target struck has a Size equal to or greaterthan the vehicle, resolve this as a Collision instead.

    aircraT coMbaT

    Aircrat in combat have an additional consideration thataects their movement. The ollowing rules are broad tosimulate, to a degree, some o the other actors to considerwhen using these vehicles.

    attudRather than bog down the game in complex mathematicalequations, Dark Heresy uses our broad altitude bandsor lying creatures and vehicles. The altitudes are Low,Medium, High and Orbit. Vehicles may attack othervehicles in the same altitude or against targets at onealtitude lower but not higher altitudes.

    An aircrats Speed determines how long it takes to

    move into another altitude band. It takes 5 Rounds orVery Slow, 4 Rounds or Slow, 3 Rounds or Cruising, 2Rounds or Fast, and 1 Round or Very Fast. Vehicles withparticularly slow speeds may take longer, while vehicleswith particularly ast speeds may change altitudes more orless quickly at the GMs discretion.

    Mmum sdAny vehicle that moves through the air must maintaina minimum speed equal to its Slow Speed unless thatvehicle has the Anti-Grav vehicle trait. Dropping belowthis Speed causes the vehicle to stall and begin to lose

    altitude. To regain control over the vehicle, the operatormust succeed on a Pilot Test with a cumulative 10penalty or every two Rounds spent below the SlowSpeed. Although gravity varies rom world to world,to avoid ridiculous calculations, assume that every thevehicle drops one altitude band every 2 Rounds.

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    Vehicle acTions

    The ollowing Actions expand on those ound in Dark Heresy.Most o these Actions apply to the vehicles pilot. Crew andpassengers may perorm specialised tasks in the vehicle or takeActions normally available to characters in combat.

    accelerate (halF)You increase your vehicles Speed by one band, this will aect the

    vehicles movement this Round and so its move will correspondto its new Speed. I all you do this Round is accelerate, you mayincrease the vehicles Speed by two bands.

    attack (halF)You or a crewman can fre one o the vehicle s weapons oruse a personal weapon i the vehicle s confguration allowsit. You may use a melee weapon i you are adjacent toan opponent. Attacks made rom moving vehicles incur apenalty based on the vehicle s Speed: Slow (+0), Cruising(10), Fast (20) or Very Fast (30).

    aVoid oBstacle (halF)You may make a Drive or Pilot Test to avoid an obstacle.The size o the obstacle determines the base Difculty, whichis added to the Difculty incurred by Speed and Handling.Obviously, you only need to make these Tests or the suddenappearance o an obstacle in your path.

    Size Base Difculty

    Miniscule +30Puny +20

    Scrawny +10

    Average 0Hulking 10

    Enormous 20Massive 30

    BootleGGerreVerse (Full)With this manoeuvre, you move orward at hal the vehiclesmovement and then turn anywhere between 90 and180-degrees. You must succeed on a Hard (20) Drive orPilot Test to make this manoeuvre work. Speed penalties andHandling modifers also apply as normal.

    decelerate (halF)You may decrease the vehicles Speed by one band. I all youdo this Round is decelerate, you may decrease the vehiclesSpeed by two bands.

    eVade (halF)

    By weaving or bobbing, you make your vehicle harder to hit.You must make a Drive or Pilot Test applying the Handlingmodifer i any. On a success, i the vehicle takes a hit incombat, you reduce the Damage by your Agility Bonus. Ona ailure o two or more degrees, the vehicle is actually easierto hit, granting a +10 bonus on all Ballistic Skill Tests madeto strike the vehicle. A ailure o our or more degrees, resultsin Out o Control.

    hard Brake (Full)You can dramatically slow the speed o your vehicle bymaking a hard brake. You must make a Pilot or Drive skill Testmodifed as normal or the Speed o the vehicles movement.A success means that you may reduce the vehicles movementrate by up to our bands. A ailure o two or more degreesresults in Out o Control.

    hitand run (Full)You can run down opponents, moving through or over youropponents. Your vehicle moves normally. Any creatures inits path may Test Dodge to get out o the way or they maymake a ree attackthey may not attempt both. Assumingthe vehicle survives the attack and hits a target, you mustmake a Drive, Pilot or Wrangling Test. On a success, youhit the opponent and deal Damage based on the vehiclesSize as per a collision (see Table 14: Collision and Hitand Run Damage).

    ManoeuVre (Varies)There are bound to be manoeuvres not covered by theActions described here, such as jumping a vehicle over anobstacle, liting the vehicle up on two wheels, and so on. Anymanoeuvre requires a Drive or Pilot Test against a Difcultyset by the GM appropriate to the manoeuvre attempted.

    Pushthe enGines (Full)You may push the engines in your vehicle to acceleratemore quickly. A successul Drive or Pilot Test increasesthe vehicles Speed by three bands. Perorming thisAction over multiple Rounds increases the Diiculty o

    the Test by one step. A ailure o two or more degreesindicates that youve taxed the engine, reducing yourmaximum Speed by one band. A ailure by our or moredegrees, indicates that youve blown the engineyourSpeed is reduced by one band per Round until you arestationery.

    roll (halF)Aircrat Only

    You spin the vehicle to make yoursel harder to hit, take aPilot Test. On a success, you impose a 10 penalty to one

    opponents Ballistic Skill Test made to attack you.

    Tu (s)Turns at higher Speeds may require a Drive or Pilot Testas determined by the GM. Generally, anything more than a45-degree turn on a single move should require a Test.

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    aTTacking Vehicles

    Attackers can make attacks as normal against a vehicleTesting Weapon Skill or Ballistic Skill, with bonuses or itssize rating. Beore rolling the dice, the attacker must decidewhether he is attacking the vehicle or the crew where theyare visible. Attacking the vehicle is resolved like any otherattack. There is no need to randomise the Location hit asattacks will hit the side o the vehicle that aces the attack.

    I attacking a crew or passengers directly is possible, (as isusually the case with any Open vehicle or example) thoseon board are likely gain a cover modifer rom the vehicleunless completely exposed.

    called shotsAs with other opponents, you can make Called Shots againstvehicle Locations, such as tires, treads, legs, weapon batteriesand so on. The standard Hard (20) Test penalty applies (seepage 198 in Dark Heresy).

    Vehicle daMaGeVehicles that take Damage have a tendency to stop working.Whenever a vehicle is struck by a successul attack, rollDamage normally. I the Damage is equal to or less thanthe vehicles Armour or the Location, there is no eect. Ithe amount o Damage inicted exceeds the vehicles Armourthen the vehicle suers Structural Damage (see page @@ othis apocrypha or more details). Note that the Penetrationvalue o a weapon will reduce a vehicles Armour as normal.Each time the vehicle takes Damage the operator must makea Drive or Pilot Test to maintain controlmodiying theTest by the vehicles Speed and Handling as normal.

    Massive Impact: I the Damage exceeds the vehiclesArmour, the vehicle takes a hit. I an attack exceeds thevehicles Armour by more that double (i.e. a vehicle withArmour 10 took 30 points o Damage) the vehicle isautomatically destroyed by the orce o the attack and all

    crew and passengers take Impact Damage equal to the amountthat the Damage exceeded the vehicles Armour. Passengersand crew must also Test Agility to avoid catching fre.

    et DmWhenever a vehicle takes a Structural Damage the attackerrolls 1d100 on Table 15: Structural Damage to see whathappens. Results rom Structural Damage are cumulative.Note: some o these results will only sensibly apply i a

    vehicle is in motion, i this is not the case, re-roll the result.

    oTher consiDeraTionsIn addition to the standard concerns about vehicular combat,there are a ew other circumstances that warrant mentioning.The ollowing rules supplement those ound in DarkHeresy.

    catchinG a MoVinG VehicleInsane or courageous characters may wish to catch a ride ona moving vehicle, such as dropping onto the vehicle rom

    above or leaping in through an open hatch. Ultimately, suchheroic (or oolish) acts are let to the GM to adjudicate,though the base Difculty or any such Test should beDifcult (10).

    JuMPinGFroMa MoVinG VehicleJumping rom a moving vehicle onto a non-moving suraceis dangerous. Characters that make such a leap take 1d10 IDamage per Speed Band above Stationary. A Difcult (10)Agility Test reduces this Damage by 1d10.

    rePairinG VehiclesVehicles damaged in combat can be repaired. Generally,repairing a damaged vehicle requires the appropriate TradeTest and 1d5 days. The severity o the Damage may requiremore time and modiy the Difculty as the GM sees ft.

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    Vehicle TraiTsTw, T d Qud Mutd W(t)

    Some vehicles may have a number o weapons linked to fretogether. Such weapons are collectively fred as one. To workout the profle o a twin or quad weapon, simply add theweapons Clip and RoF o the number o linked weaponstogether.

    Such is the eect o this kind o weapons huge rate o fre,the bonus to hit with ully automatic fre rom such weaponsis +30 rather than the usual +20.

    a TAll terrain vehicles are designed and equipped to scrambleacross difcult ground. All terrain vehicles ignore movementpenalties or moving difcult terrain.

    amuAn amphibious vehicle can move over both land and water.When in water, the vehicles Narrative Speed and Combat

    Speed values are halved.

    at-gv (at )Many aircrat are ftted with a passive orm o anti-gravcombined with engine vectoring, this allows such aircrat totake o and land vertically.

    it ctThe vehicles controls have inbuilt circuitry that allows a suitablyaugmented pilot or driver to control the vehicle with incredible

    precision. When controlled by a character with suitable augmentation,the vehicles Handling modifer is increased by +20.

    oThese vehicles have a structure largely open to the air wherethe majority o those aboard may sit or stand rather thanan enclosed compartment inside. These vehicles have theadvantage that they are very easy to mount or dismount andcan usually carry a lot o passengers/cargo relative to theirsize, but oer those aboard little protection (and so they maybe targeted in combat etc).

    pmtvPrimitive vehicles are usually crated rom wood or cobbledtogether rom other scrap. Most are not powered by anythingmore sophisticated than clockwork or the muscle power oanimals. The Armour o primitive vehicles is Primitive andsuch vehicles are reduced to wreckage by eects that wouldmake them explode. Also, common sense should also be usedwhen applying Structural Damage results to such vehicles,i.e. they also cannot catch fre rom a damage result unless

    caused by an incendiary weapon etc.

    std cThe vehicle has had its armour stripped and the weight o itsrame reduced or greater speed. All o the vehicles Armour valuesare halved and its Combat Speed values increased by 25%.

    Vd cThe aircrat is sealed and equipped so that they can unctionin the cold harshness o space as well with an atmosphere.

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    sAmple VehiclesThe ollowing vehicles represent the most common sorts ound in the 41st Millennium.

    cartCarts rely on a draught beast or locomotion and can vary in size rom dog-drawn gigs to Tholephant-pulled mega-wains. Cartscan come in all sizes and shapes, these stats represent a typical open-topped cart.

    Type: Ground VehicleSize: HulkingArmour: Hull 10Traits: Open, PrimitiveNarrative Speed: 2 kmph/6 kmphCombat Speed: Based on animals AB/AB2///Handling Modifer (Drive (Ground Vehicle)):10Armaments: NoneCrew: 1 (Driver) Passengers: 6Access Points: Carts are open-topped can be boarded and disembarked rom any point.

    Special: Low Tech: These vehicles beneft rom a lack o workings and vital parts, as a result, any damage that doesntdestroy them outright, injure a passengers or damage their wheels or otherwise deect or immobilise them is ignored.

    chariotA chariot is a smaller version o a cart, designed specifcally or speed or military use. The chariot can be a decisive actor inprimitive warare. Like carts, chariots come in a variety o types, the profle here represents a typical war chariot.

    Type: Ground VehicleSize: HulkingArmour: Hull 8

    Traits: Open, PrimitiveNarrative Speed: 4 kmph/15 kmphCombat Speed: Based on animals AB/ABx2///Handling Modifer (Drive (Ground Vehicle)): 0Armaments: NoneCrew: 1 (Driver) Passengers: 2Access Points: Chariots are open topped and can be boarded and disembarked rom any point.Special: Low Tech: These vehicles beneft rom a lack o workings and vital parts, as a result, any damage that doesnt destroythem outright, injure a passenger or damage their wheels or otherwise deect or otherwise immobilise them is ignored.

    Speeder Carriage

    Only the truly wealthy can aord to privately own speeder crat as the technology involved must be sourced directly romthe Adeptus Mechanicus, and maintained by those with high knowledge o their arcane lore. This is an example o a luxuryvehicle, intended to carry several passengers in complete comort ar above the toiling earthbound multitudes. Some hives,thanks to their confned nature or hostile atmospheres, are unsuitable or the use o speeders, but others such as the HiveSibellus or the Hive-Citadels o Solomon with their sprawl o high spire estates, endlessly, and no true Sibellian noble housewould be without its coterie o lavishly appointed and liveried speeder carriages with which to hop rom one estate to anotherwithout having to deal with the unwashed masses.

    Type: HovererSize: HulkingArmour: Hull 10Traits: none, some may be Open.

    Narrative Speed: 80kmph/200kmphCombat Speed: 15/70/140/210/280Handling Modifer (Drive (Hover)): +10Armaments: NoneCrew: 1 (Driver) Passengers: 3Access Points: Two side doors and rear hatch.

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    MaCro-Hauler

    Many hive cities are honeycombed with vast and labyrinthine networks o roadways, overpasses, and transit tunnels known asarteria. In these cities dispersal cargos and perishables are oten carried by huge multi-wheeled or tracked vehicle transportsknown as macro-haulers. Tens o metres tall and a hundred or more long, these vast conveyances are like warehouses on themove and more than deserve their common nickname o thunderers. Some even act as mobile processing acilities whileothers are said to never stoptheir containers unloaded on the move. Some are urther outftted or hazardous duty and areuncommonly powerul, heavily armoured and armed; they carry the most valuable cargos and are more than able to deendthemselves rom the jack-crews that can inest the lawless regions o arteria networks.

    Type: Ground VehicleSize: MassiveArmour: Front 20, Hull 16, Top 14, Undercarriage 14Traits: noneNarrative Speed: 35kmph/55kmphCombat Speed: 5/20/40/60/80Handling Modifer (Drive (Ground Vehicle)):20Armaments: Militarised versions have mountings or up to 6 Heavy WeaponsCrew: 1 (Driver), 06 (Gunner) Passengers: 30Access Points: Up to 6 doors per side and rear and top hatch.Special: Ash Waster: Some Macro-Haulers, outftted to operate in polluted wastelands or in hazardous environments have

    sealed compartments with lie-support or air fltrations systems and airlocks as standard.

    MaGos skyPlatForMAn unusual vehicle to say the least, the sky platorm is a round disk, perhaps six metres in diameter, held alot by suspensorfelds and gravity ux generators, capable o ying at considerable speeds or hovering silently at their masters whim.Principally, these creations are the province o a orge worlds ruling class who use them or personal transports and to surveytheir domains, but more rarely they are also encountered in the hands o the Explorators and the Magos Militant who usethem to awe others into subservience and to ulfl a tactical roll as highly mobile weapons platorms.

    Type: Civilian Crat

    Size: AverageArmour: Hull 18Traits: Interace Controls, OpenNarrative Speed: 10 kmph/55 kmphCombat Speed: 10/20/40/60/80Handling (Pilot (Civilian Crat)): +20 (Interace Controls)Armaments: NoneCrew: 1 (Pilot) Passengers: 2Access Points: A sky platorm is open-topped and can be boarded and disembarked rom any point.

    enForcerscaraB Patrol cruiser

    Quad or hex-wheeled ground cars built or speed and power, enorcer patrol cruisers maintain order on the arteria, by thebarrel o a heavy stubber i need be. Heavy beasts with strong armour, sirens, loud hailers and weapon pods, patrol cruisersdouble as auxiliary riot suppression units, and the version presented here is the most common in the sector. Produced byHax-Orthlack in Sibellus and Gunmetal City, it is ound in service with enorcer units with local modifcations across hiveand Imperial worlds across the sector. Malf, the hive world with perhaps the largest, most extensive, complex and dangerousarteria system in Calixis, also sees the use o the Scarab and dozens o other models by its enorcers and noble houses, themost inamous o these is the Jack-Ripper which eatures a shovel-prow studded with chain blades.

    Type: Ground VehicleSize: EnormousArmour: Front 16, Hull 14, Top 12Traits: Twin Weapon Mount

    Narrative Speed: 50kmph/100kmphCombat Speed: 10/35/70/105/140Handling (Drive (Ground Vehicle)): 0Armaments: Twin Heavy Stubber or Grenade Launcher in remotely operated turretCrew: 1 (Driver), 1 (Gunner) Passengers: 4Access Points: Two side doors and top hatch.

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    io Pattern terMite

    Termites are enclosed vehicles designed to burn and burrow eortlessly through rock and soil. Equipped with ulllie support systems and considerable range, termites vary in orm and unction rom heavy-duty mining units toexploration crat to military siege breakers, but thanks to the techno-arcana required to construct them, most remainin the hands o the Mechanicus and their servants. The Io pattern eatured here is a utilitarian multi-purpose model,relatively small in size capable o conveying a dozen souls or long distances into the ar deeps in relative comortand saety.

    Although they can be ound scattered across the Calixis Sector, the greatest concentration o termite crat lie in the endlesswarrens and tunnels o the Mechanicus-dominated world o Pellucida IX.

    Type: Ground VehicleSize: MassiveArmour: Front 35, Hull 25Traits: All TerrainNarrative Speed: 10 kmph/30 kmph;Combat Speed: 5/10/20/30/40Handling Modifer (Drive (Ground Vehicle)):10Armaments: Boring Array (treat as three, quad fxed orward-fring meltas (unlimited ammo))Crew: 1 (Driver), 4 (Gunner) Passengers: 40Access Points: Forward and rear hatches.

    conVerted ciVilian insurrection VehicleMost insurrections against Imperial rule convert civilian vehicles to use in their heresy, normally to augment their limitedaccess to tanks and other military armaments. Most have little or no armour except or what can be hastily riveted to thesiding, and sizes can range rom small passenger ground cars to agricultural tank-sized land crawlers to huge earthmoverslarger than many habs. The lack o a military design means that most weapons are simple aairs fred by dedicated gunnersor are just those carried by the passengers and fred through view ports or o the back.

    The ollowing profle is or a converted medium-utility vehicle.

    Type: Ground Vehicle

    Size: EnormousArmour: Front 12, Hull 9 (improvised plating may add to this)Traits: Open or noneNarrative Speed: 40kmph/60kmphCombat Speed: 10/20/40/60/80Handling Modifer (Drive (Ground Vehicles)): -10Armaments: None or Up to 2 heavy weapon mountingsCrew: 1 (Driver) Passengers: 10 (passengers must fre any mounted weapons)Access Points: Converted vehicles are oten open-topped or have numerous hatches and doors so can be boarded ordisembarked rom any point.

    coMBat BikeCommon throughout the Imperium, these can range rom adapted civilian models to heavily armed and armouredvehicles purely designed or combat. Combat bikes oten have integral weapon mountings acing orward (sometimesin linked pairs), or the driver to use whilst operating the vehicle. Common weapons in this style include autoguns,lasguns or boltguns.

    Type: Ground VehicleSize: AverageArmour: Hull 9Traits: Open,Twin Mounted Weapons, some will have All-Terrain(decrease speed by 25%)Narrative Speed: 50 kmph/150 kmph

    Combat Speed: 15/50/100/150/200Handling Modifer (Drive (Ground Vehicle)): 0Armaments: Twin basic weapon mounts, fxed fring orwardCrew: 1 (Driver) Passengers: 1Access Points: A military bike is open-topped and can be boardedand disembarked rom any point.

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    Bike sidecarA common upgrade is to add a sidecar to a ground

    bike, both to carry an extra person and to also

    allow a separate gun mounting. Heavy combat

    versions carry larger weapons or the sidecar

    passenger to fre, such as heavy bolters, plasmacannons, and multi-meltas. Adding a sidecar to a

    bike increases its passenger limit by 1 as well as

    giving it a mounting or a heavy weapon (the extra

    passenger then acts as the weapons gunner).

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    outriderscout VehicleThese simple stripped-down tri or quad-wheelers are intended or use on rontier worlds and other areas o difcult terrain orexploration, hunting and personal transport. Many also see use in PDF orces and with mercenary groups as a readily availablealternate to a true military vehicle. Lightly built but robust, they are agile and ast, and in combat service usually ftted withmedium weaponry such as a heavy stubber or rocket launcher. The most common type o these ound in the Calixis Sector isthe Outrider believed to be based on an ancient STC design.

    Type: Ground VehicleSize: HulkingArmour: Front 10, Hull 8Traits: All Terrain, Stripped Chassis, may also be OpenNarrative Speed: 65 kmph/125 kmphCombat Speed: 15/45/90/135/180Armaments: May have one passenger-fred heavy weapon mountingHandling (Drive (Ground Vehicle)): +0Crew: 1 (Driver) Passengers: 4Access Points: Two side doors and top hatch.Special: Robust: This mechanically simple vehicle is amously easy to repair with scavenged parts and the like, all repairTests made on a damaged Outrider have a +10 bonus.

    arMoured staFForscout carMost senior sta ofcers maintain at least one vehicle or personal transportation. Depending on the ofcers commandstyle, they can be near tank-like in appearance or resemble an extravagant social carriage. All are reasonably well-protectedand most are amphibious, most normally contain at least one heavy stubber or other deensive weapon in case the ront lineshould change unexpectedly.

    Type: Ground VehicleSize: HulkingArmour: Hull 14 Top 10, Rear 10Traits: All-Terrain, Amphibious

    Narrative Speed: 50 kmph/140 kmphCombat Speed: 10/50/100/150/200Handling Modifer (Drive (Ground Vehicle): 0Armaments: May have one heavy weapon mountingCrew: 1 (Driver), 1 (Gunner) Passengers: 3-4Access Points: Two doors each side.

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    sentinel recon Walker

    Walker-style vehicles are oten seen throughout the Imperium as they oer movement in almost any type o terrain. TheSentinel is the most common military version, a one-man vehicle using an open cockpit that can be upgraded to higherarmour levels or even totally sealed. It can be ftted with a variety o heavy weapons (most notably a multi-laser) and can beused or scouting, sentry duty, advance recon and a host o other roles. When reftted with hydraulic claws, it can even befelded as a utility logistical carrier to lit and load munitions, pallets and other bulky or heavy items.

    Weapons that can be mounted: Heavy amer, autocannon, multi-laser, las-cannon, missile launcher, heavy stubber, heavy webber.

    Type: WalkerSize: HulkingArmour: Front 16, Hull 14 Rear 12Traits: All Terrain, OpenNarrative Speed: 25 kmph/40 kmphCombat Speed: 5/14/28/42/56Handling Modifer (Drive (Walker)): 0Armaments: One heavy weapon mounting, alternately they may be equipped with hydraulic claws (Strength 50; UnnaturalStrength x2; Base Damage 1d10+10 I Primitive; Use operators Drive Skill rather than WS)Crew: 1 (Driver) Passengers: 0Access Points: Sentinels are open-topped so can be boarded or disembarked rom any point.

    chiMera arMoured Personnel carrier

    The Chimera is a supremely durable tracked troop transport, with the ability to carry up to twelve passengers along witha crew o three. It is durable with a heavily armoured prow, and well-armed with a turret-mounted multi-laser and a hullmounted heavy bolter as standard. Six lasguns are attached to the sides to be fred by transported troopers remotely (sothey do not need to expose themselves when fring). A top hatch can be opened to aord more weapons fre, with themain rear hatch being used or egress and entry. The hull is air and watertight, making the Chimera both amphibiousand survivable in a toxic environment.

    Type: Ground VehicleSize: EnormousArmour: Front 27, Hull 18, Rear 16Traits: AmphibiousNarrative Speed: 35 kmph/55 kmph

    Combat Speed: 5/20/40/60/80Handling Modifer (Drive (Ground Vehicles)): 0Armaments: Forward hull heavy weapon mounting, turret heavy weapon mounting, six (three each side) side hull basicweapon mountings.Crew: 1 (Driver), 2 (Gunner) Passengers: 12Access Points: Top and rear hatches

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    rhino arMoured Personnel carrierPerhaps the most durable and widely adapted vehicle in the Imperium, the Rhino is commonly used by the Adepta Sororitasand Adeptus Arbites. Standard transport capability is ten armoured individuals, but this can be increased depending on thepersonnel and their equipment. Rhinos have two side hatches, as well as a wide rear door and upper hatch, making or easycombat egress. The crew consists o a driver-tank commander and a powerul machine spirit to aid and, i necessary, take overdriving and gunnery actions should the driver and occupants become incapacitated. Rhinos are lightly armed with only apintle-mounted storm bolter, but variants can sacrifce some or all transport capability to mount heavier weapons.

    Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: noneNarrative Speed: 35 kmph/70 kmphCombat Speed: 10/25/50/75/100Handling Modifer (Drive (Ground Vehicle): 0Armaments: Storm BolterCrew: 1 (Driver) Passengers: 10Access Points: A hatch on each side o the hull, several on the roo and one ramp at the rear.Special: Robust: This STC vehicle is amously easy to repair and phenomenally resilient, as a result all Tests made to repaira Rhino have a have a +10 bonus.

    ornithroPterThese are a unique class o aircrat, using regular engines plus large articulated wings to mimic avian ight. Oten graceuland manoeuvrable beyond normal crat, they require more specialised training as they are prone to mishap in the hands o aninexperienced Pilot. Piloting such a vehicle is a sure sign o expert skills and an appreciation or style above the more brutishashions displayed among other Imperial vehicles.

    Type: Civilian CratSize: HulkingArmour: Hull 12, Wings 9Traits: none

    Narrative Speed: 50 kmph/70 kmphCombat Speed: -/25/50/75/100Handling Modifer (Pilot (Civilian Crat): -20Armaments: NoneCrew: 1 (Pilot) Passengers: 1Access Points: Ornithropters are open-topped so can be boarded or disembarked rom any point.

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    carGo lander

    Cargo landers are the workhorses o the atmosphere to void cargo and passenger transer, being ubiquitous across theImperium. Each cargo lander will vary according to its place o manuacture, but almost all are brutal, ugly lumps o heat-scarred metal with large open cargo bays hidden within.

    Type: Civilian CratSize: MassiveArmour: Hull 18Traits: Anti Grav, Void CapableNarrative Speed: 300 kmph/900 kmph (Void)Combat Speed: 50/300/600/900/1200Handling Modifer (Pilot (Civilian Crat)): -10Armaments: NoneCrew: 2 (Pilot and co-pilot) Passengers: 30Access Points: Rear boarding ramp, crew access hatch/airlock.

    aquila lander

    This vessel is commonly used by the Imperial Navy to carry dignitaries, oicials and other high-ranking individualsto and rom planetside to other orbiting vessels. The vehicle name comes rom the distinctive Aquila symbol othe Imperium embossed into its hull and wings. It has no interplanetary capability, but is an excellent light shuttledesigned with style and comort in mind or the oicial and his retinue, easily carrying seven plus the single pilotcrew. While not a combat vehicle, it has light armour protection and a nose-mounted autocannon. It is also verymanoeuvrable, with limited hovering capability or quick landing and dust-o i needed as well.

    Type: Military CratSize: MassiveArmour: Hull 22, Wings 18Traits: Anti Grav, Void CapableNarrative Speed: 500 kmph/3000 kmph (Void)

    Combat Speed: 50/700/1400/2100/2800Handling Modifer (Pilot (Military Crat)): 0Armaments: Nose mounted long-barrelled autocannon (base range 300m)Crew: 1 (Pilot), 1 (Gunner) Passengers: 20Access Points: Side and top hatches/airlocks as well as rear boarding ramp.

    arVus liGhterWhen a standard transport is needed or more common passengers and cargo, the Arvus is oten called upon. Unlikethe Aquila, it has no weapons or even stylistic symbols. Instead it is an unglamorous workhorse, known or itsdependability and rugged nature. Squat and boxlike with ungainly paddle-shaped wings protruding rom each side-

    mounted engine, each can hold twelve passengers or several tons o supplies. While not designed or action in hostilesettings, each has enough armour and survivability it can serve as an assault boat or or emergency troop extractions.Though lacking many o the advanced eatures o most Imperial vessels, the Arvus is a true workhorse o the Navyand a common sight in every Imperial spaceport and station.

    Type: Military CratSize: EnormousArmour: Hull 18, Rear 16Traits: Anti Grav, Void CapableNarrative Speed: 350 kmph/2200 kmphCombat Speed: 50/750/1500/2250/3000Handling Modifer (Pilot (Military Crat)): 0

    Armaments: NoneCrew: 1 (Pilot) Passengers: 12Access Points: Side and top hatches as well as rear boarding ramp.

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    Guncutter

    Guncutters are custom-designed heavily armed shuttles and landers, oten avoured by Rogue Traders, explorers, and less savouryelements. They are also serious frepower mounts, designed or space, though many can also make shuttle runs planetside as well.They are clearly combat-ready and usually covered with heavy weaponry. As such, they immediately project an intimidatingappearance, and are oten useul or dangerous negotiations and smuggling operations. Most can only carry a small crew and alimited number o passengers or hive value cargo, sacrifcing capacity or speed, armament and protection.

    Type: Military CratSize: MassiveArmour: Front 30, Hull 25Traits: Anti-Grav, Void Capable, some will have Interace ControlsNarrative Speed: 500 kmph/2500 kmphCombat Speed: 50/850/1700/2550/3400Handling Modifer (Pilot (Military Crat): 0Armaments: Multiple heavy mounts (e.g. Prow mounted quad las-cannon, wing mounted missile launchers armed with krakand rag missiles etc.)Crew: 1 (Pilot), 1 (Gunner/Co-pilot) Passengers: 12Access Points: Two orward hatches to cockpit and rear cargo/boarding hatch

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    mounts

    perhaps the most basic orm o vehicle, the use oriding animals o one sort or another is commonplaceon worlds without the technological capacity to

    produce or maintain their own mechanised transport.Creatures capable o bearing riders are oten purpose bred,large and strong enough to travel considerable distances.However, unless the mount is trained to fght in combat, theycan be more o a liability than a boon in a fght.

    riDing beasTsMounts can carry one or more riders, depending on how muchweight they can bear. While riding a steed, you substitute yourmounts Movement rates or your own. A mount can carry a rideror up to 8 hours plus a number o hours equal to its ToughnessBonus beore it must Test Toughness to avoid becomingFatigued. I a Fatigued mount ails a second Toughness Test,

    it collapses with exhaustion. At the GMs discretion, such crueltreatment may also carry a risk o injuring the mount.

    riDing beasTs incoMbaTRiding a beast in to battle can provide distinct advantagesover opponents that lack mounts. However, unless the mounthas been trained to ignore the smell o blood, the clash oweapons and the sounds o gunfre, controlling a steed cantake up all o the riders time.

    untrained MountsOn the frst Turn o combat, you must succeed on a Difcult(10) Wrangling Test as a Full Action to control a mountuntrained in combat. I you ail, the mount ees awayrom the combat at top speed on your Turn. Each Roundthereater, you can Test using the Wrangling skill again, atthe same Difculty, to regain control. I you succeed on theTest, the mount comes back under your control or a numbero Rounds equal to your Fellowship Bonus plus 1 Roundor each degree o success. At the end o this time, you must

    Test again to keep the animal under control. However, i atany time a projectile or energy weapon is fred within 10metres o the mount or i your mount is injured, you mustspend another Full Action to retain control. Finally, yougain none o the benefts o fghting while mounted andyou take a 20 penalty to all Dodge Tests.

    trained MountWhile fghting rom the back o the trained steed, you gainseveral benefts. The ollowing rules apply when you arefghting while mounted on a steed trained or war:Gain a +10 bonus on Weapon Skill Tests.

    You take a 20 penalty on Dodge Tests.Use your mounts movement in place o your own.You may use a lance.You may employ the Trample manoeuvre.When hit in combat, do not use the standard hit location table.Instead, reer to Table 16: Mounted Hit Locations.

    slain MountsI your mount is slain, youre in trouble. Make a Difcult(10) Wrangling Test. I you succeed, you leap or roll awayrom the collapsed steed, unharmed and on your eet. Iyou ail this Test, the GM secretly rolls d100 and consultsTable 17: Slain Mounts. Others may assist the trappedcharacters using the normal rules or Assistance.

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    neW coMBat action: traMPle(Full action)You can direct your steed or vehicle so that it smashes into or

    rolls over your opponents. You may move up to your mountsFull Move or a number o metres equal to your vehicles

    Speed. Opponents may spend a Reaction to either get out oyour path, moving a number o metres equal to one-hal o

    their Hal Move rate, or make a ree attack against you (eitheryou or your steed, or your vehicle). I the opponent cannot

    avoid your trample or chooses to attack you, make a Drive,Pilot or Wrangling Test (Drive or vehicles, Pilot or aircrat

    and Wrangling or ridden animals). I you succeed in thisTest you deal Damage equal to your steeds Natural Attackor your vehicles Ram Attack.

    When using this Action with a steed, the creature mustbe a Trained Mount.

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    Types o riDing beasTsridinG horseThe standard riding beast o the Imperium, the horse hasseeded ar and wide across the galaxy, imported by colonistsin need o an adaptable, docile and hardy beast o burden.

    Movement: 6/12/18/36 Wounds: 15Skills: Awareness (Per).

    Traits: Bestial, Hulking, Quadruped, Sturdy.Weapons: Hoo/Trample (1d10+1 I; Primitive).

    scraG-BearScrag-bears are omnivorous demi-ursids, with long, lankand ragged ur, shovel-like ore claws and a continuouslyslavering snout. An example o one o the many viciousanimals that have been semi-domesticated by humanity,

    the so-called Scrag-Bear, is a native to the brutal eralworld o Endrite but since has been successully bredelsewhere. It is a oul tempered and notoriously short-

    sighted but phenomenally strong and durable beast.Diicult to train and temperamental scrag-bears mustbe reared rom birth to be used as mounts, but can beextremely loyal to their masters who they recognise byscent and well-suited to battle.

    Movement: 4/8/12/24 Wounds: 20

    Skills: Awareness (Per), Climb (S) +10, Swim (S), Tracking(Int+10).Talents: Heightened Senses (smell), Sprint.Traits: Bestial, Hulking, Natural Weapons (Claws),Natural Armour (Fur and Hide), Unnatural Strength (x2),Quadruped.Armour: 2 Points All Locations (Primitive)Weapons: Claw (1d10+8 R; Primitive).

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    rd h pf

    Ws bs s T a it p Wp

    25 50 40 30 13 33 10

    s-b pf

    Ws bs s T a it p Wp

    33 45 50 25 15 18 30 8

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    CREDITS

    Wr & d by

    Rob Schwalb,

    with additional material byAlan Bligh, John French and Mike Mason

    gra d

    Mark Raynor

    Bak ir maar

    Mike Mason

    irr ar & ra

    Alex Boyd, Paul Dainton, David Gallagher,

    Karl Kopinski, Richard Wright and John Wigley

    A Black Industries Publication

    First published in 2008 by Black Industries, an imprint o BL Publishing

    BL PublishingGames Workshop Ltd,

    Willow RoadNottingham

    NG7 2WSUK

    All rights reserved. No part o this publication may be reproduced, stored in a retrieval system, or transmitted, in any orm or by any means, electronic, mechanical,

    photocopying, recording or otherwise, without the prior permission o the copyright owners. This PDF is ree or download. Please do not host it on your own site,

    nor link directly to this site, but direct people to www.blackindustries.com so that they can download it or themselves. BL Publishing cannot accept any liability or

    any damage caused by the use or mis-use o this fle.Any download is strictly at the risk o the user.

    Copyright Games Workshop Ltd 2008. All rights reserved.

    Games Workshop, Warhammer, Warhammer 40,000, Dark Heresy, the Dark Heresy logo, Black Industries, the Black Industries logo, BL Publishing, the BL

    Publishing logo and all associated races and race insignia, marks, names, characters, illustrations and images rom the Warhammer 40,000 universe are either ,

    and/or Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world.

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