TEXT: WS
  BS
  S
  T*
  I
  WP
  Sg
  Nv
  Ld
  Speed
  N/A
  65
  N/A
  120
  66
  74
  69
  72
  75
  4
  Base Damage Value: 12
  Destruction Value: 60
  D100 roll
  Location
  Armour Value
  Check boxes
  01-65
  Hull
  10
  Light/Moderate/Heavy
  66-75
  Main Guns
  8
  Light/Moderate/Heavy
  76-85
  Side Sponsons
  8
  Light/Moderate/Heavy
  86-00
  Engines
  10
  Light/Moderate/Heavy
  Armament:
  Hull mounted autocannon and multi-laser (fired by driver)
  Sponson mounted lascannons (2) fired by gunners (BS 60)
  Arbites Heavy Patrol Tank, driven by Arbites Enforcer
  Notes:
  N/A: This characteristic has no relevance to a vehicle.
  * This is dependent on the vehicle itself, and sample values will be given later. The Toughness of a vehicle is used
  for working out ramming and is a measure of its durability and resistance to damage in the same way as for a
  normal character.
  The shaded characteristics of the profile are those of the character driving it.
  With the amount of model trucks and
  similar kits available, it’s always going to be
  fun to include them in a game of Inquisitor.
  Rules for vehicles aren’t difficult to come up
  with if all you want them to do is go in a
  straight line or just be scenery. But if you
  want your players to be able to interact with
  them, drive them and do all manner of
  heroic leaps from them, then that requires a
  bit more detail. Thankfully, the scope of the
  Inquisitor rules lend themselves to this level
  of detail. So buckle up and let’s see how to
  use vehicles in your games.
  For all intents and purposes, vehicles are treated like characters in their own right, in that they
  have stats, speed and injury (damage) just like characters do. The Toughness stat is unique to
  the vehicle while the others relate to the driver of the vehicle. 
  A sample vehicle profile looks like this:
  (Don’t worry, the odd looking bits will be explained as we go along).
  Put the Pedal to the Metal
  Put the Pedal to the Metal
  Car chases and heroic battles atop speeding vehicles have always been a staple of
  action movies, and it seemed only fitting that a game like Inquisitor should be
  able to do somthing like this. Graham McNeill takes a look at how you can use
  vehicles in your games of Inquisitor.
  Vehicles Profiles
  by Graham McNeill
  
  Actions
  Example: Hired killer, Jon Stamper is escaping from arms deal gone wrong, and is being
  pursued by some angry gangsters he’s double-crossed. One of the pursuing gangsters is
  driving a pick-up truck (see the end of this article for its stats) and drives into the fleeing Jon
  at Fast speed. Rolling the dice, Jon takes a hit to the abdomen. His Toughness is 54 and the
  truck’s is 80, a difference of 26. Therefore, Jon takes 3D6 points of damage. But since the
  vehicle is travelling at fast speed, each dice has a +1 modifier making a total of 3D6+3
  damage points! The damage roll with modifiers comes to 14 points of damage, but since Jon
  is wearing Carapace armour this is reduced to 8. His Base Injury Value is 6, so Jon checks
  two injury boxes on his character sheet. In addition to the damage to his abdomen, since
  Jon’s Knockback value is 7, he is knocked prone and stunned for a turn. Jon is in trouble
  now… 
  Note: Being hit by a speeding vehicle is extremely painful (as it should be) and characters should be encouraged to
  avoid them at all costs!
  Moving
  A vehicle can move at three speeds: Slow -
  4 yards, Combat - 8 yards or Fast - 12 yards.
  Declare where the vehicle is moving to and
  at what rate as normal. For example,
  Inquisitor Kessel driving a stolen ground
  car declares he’s driving to the corner of an
  abandoned warehouse at Combat speed.
  He manages to get three actions on his dice
  roll and can therefore move the ground car
  up to 24” towards his destination. Moving
  over difficult ground at any speed is
  considered a Risky action and failure means
  the vehicle has crashed. See Crashing for
  details.
  Shooting
  Each successful action represents the driver
  shooting one weapon mounted on the
  vehicle or ordering a gunner (should there
  be one) to fire it. He may also fire his own
  weapon should the vehicle not be equipped
  with any using actions as normal. He may fire
  any gun more than once if he has enough
  actions. If guns are controlled by separate
  people on board the vehicle, then as many
  weapons as actions were successfully
  completed by the driver may be fired. Each
  gun fires at the shooter’s BS with all the
  normal modifiers. Weapons mounted on
  vehicles may be aimed as normal, but cannot
  count as rested. People riding shotgun (ie, in
  the passenger seat, back of a pick-up, etc) on
  vehicles may also shoot, declaring their
  actions separately from the driver as normal.
  Shots fired from a moving vehicle in this way
  may not be aimed or rested, and suffer a -5%
  penalty for every yard moved by the vehicle.
  Ram
  A vehicle may attempt to ram either another
  vehicle or run over a character. Declare that
  the vehicle is attempting this and see if enough
  movement actions are completed to allow the
  vehicle to impact on its target. Another vehicle
  may NOT avoid this attack, but a character may
  attempt to dodge out of the way by rolling
  equal to or lower than their Initiative value,
  with a modifier to their Initiative based on the
  vehicle’s current speed.
  Slow: +20%
  Combat: No modifier
  Fast: -20%
  Success allows the character to make a free
  Dodge action, moving 2 yards to either the left
  or right of the vehicle. Characters who
  successfully dodge out of the way may attempt
  to jump aboard the vehicle (see later). Failure
  means they have been struck by the vehicle and
  suffer damage as follows:
  A character or vehicle rammed will suffer one
  hit to a random location. For every 10 points or
  part thereof of difference between the attacking
  vehicle’s Toughness and the target’s Toughness,
  the target will suffer D6 Damage points. This is
  again modified by the speed of the vehicle:
  Slow: -1 per dice
  Combat: No modifier
  Fast: +1 per dice
  Normal armour, psychic and field saves will
  reduce this as normal. Any character taking
  damage equal to their Knockback value by a
  moving vehicle will be knocked prone and be
  stunned for one turn. This is in addition to any
  effects suffered due to the impact.
  The driver of a vehicle must declare his actions as normal before rolling his Action dice to see
  how many he manages to successfully perform. Note that vehicle actions cannot be combined
  with any another action except talking or shouting to another character, ie, you can’t shoot
  your bolter while simultaneously driving as part of the same action. If you want to do this
  kind of thing it requires a separate action.
  When driving a vehicle, actions are divided into three types:
  
  Crashing and going out of control
  Out of Control
  If for any reason, a character cannot control
  the vehicle’s movement or there is no-one left
  on board a vehicle to control it, it will move at
  the last speed it moved at last in a random
  direction. Roll a D6 to determine its direction.
  On a roll of 1-2, the vehicle turns 45º to the
  left, 3-4 it moves directly forward, 5-6 it turns
  45º to the right. In Turns following this, it will
  move at the next slowest rate, again in a
  random direction, and so on each turn until it
  comes to a halt or crashes. If a character is able
  to (and wishes to) keep his foot on the gas
  while out of control he may do so, keeping the
  speed constant, or even accelerating! If this is
  the case, roll for a possible change of direction
  at the end of each action’s
  movement.
  Crashing
  If a vehicle crashes, it will suffer
  damage if the Armour value of
  what it has hit is greater than its
  own. Compare the Armour
  value of what the vehicle has
  hit with the location of the
  vehicle that struck it. For each
  Armour point greater than the
  Armour value of the location it
  impacts on, a vehicle suffers
  D10+3 Damage points to that
  location. Crashing as a result of
  moving 
  through 
  difficult
  terrain is counted as hitting an
  obstacle with an armour value
  of D6+5 where the location hit
  Collateral damage 
  Vehicles don’t get it all their own way. When
  ramming another vehicle whose Toughness is
  equal or lower to its own, they will also suffer
  damage from the ram. It will suffer half the
  damage 
  points 
  caused 
  to 
  its 
  own 
  hull/bodywork location. For example, a vehicle
  that causes 10 points of Damage to its target,
  will itself suffer 5 Damage points to its 
  hull/bodywork. Should this be enough to
  penetrate its armour, it will suffer further
  damage as described later. Vehicles never take
  damage from ramming characters, with the
  exception of those characters wearing power
  armour or Terminator armour. These characters
  are substantial enough to cause considerable
  damage to a vehicle and cause collateral damage
  to them in the same way as other vehicles.
  Death and/or Glory!
  Should the ramming vehicle’s Toughness be
  lower than its target it will suffer the full
  effects of the ram as noted earlier as though
  it were the target (even from an attempted
  ram against characters – though this is
  unlikely unless you’re driving a rickety go-
  cart and hitting a Pit Fighter). The rammed
  vehicle will suffer half the effects of this as
  noted opposite in the section on collateral
  damage. In order to make such a Death or
  Glory attack, the driver of the weaker
  vehicle must pass a Nerve test or else will
  swerve aside at the last moment. This
  means that although an enemy vehicle may
  be larger and more heavily armoured than
  your own, as a last resort it may be
  worthwhile ramming it. 
  It may happen that through injury, psychic attack or damage to the vehicle that it either crashes
  or goes out of control. This is represented by the following rules:
  is the wheels/tracks location. In this case, the
  vehicle ends its movement for the turn on the
  difficult terrain, but if the driver is still alive, it
  may continue onwards in future turns.
  Remember that when the vehicle moves off it
  still counts as moving through difficult terrain,
  which is a Risky action, and if more 1’s than 6’s
  are rolled in the driver’s next action roll, it will
  crash again. If the vehicle has crashed head on
  into a building or something equally solid, it will,
  of course, stop moving completely. However, if a
  vehicle has merely sideswiped or glanced a
  building, it can continue moving, assuming any
  damage hasn’t put it out of action. The GM will
  adjudicate where necessary.
  Arbites Heavy Patrol Tank
  
  D100 roll
  Location
  Armour Value
  Check boxes
  01-65
  Hull / Bodywork
  10
  Light/Moderate/Heavy
  66-75
  Main Gun
  8
  Light/Moderate/Heavy
  76-85
  Side Sponsons
  8
  Light/Moderate/Heavy
  86-00
  Engines
  10
  Light/Moderate/Heavy
  Shooting at vehicles
  Damage to vehicles
  This is a sample set of hit locations and armour values for the Arbites Heavy Patrol Tank.
  A vehicle has a Base Damage value, which is
  its equivalent of a character’s Base Injury
  value and is worked out based on its
  Toughness in the same way. This will generally
  be a good bit higher than a character’s to
  represent the more robust construction of
  vehicles. The Arbites Heavy Patrol vehicle has
  a Toughness of 120, giving it a Base Damage
  value of 12. Combined with its high Armour
  values, this makes it an extremely hard target
  to damage. Bear in mind though that this is a
  very heavily armoured tank and most vehicles
  will have much lower Toughness and armour
  values than this, such as the city car, which has
  a toughness of 65. A vehicle also has a
  Destruction 
  value, 
  which 
  like 
  the
  Consciousness 
  value 
  of 
  a 
  character,
  represents when they have simply taken too
  much damage to continue. This value is
  worked out in the same way as a characters
  consciousness value  (T/2). When a vehicles
  damage points total EXCEEDS its destruction
  value, it is out of action and will come to an
  immediate halt. Any weapons mounted on the
  vehicle are also considered to be out of action
  and may not be used. Sample values for
  common vehicle types are given at the end of
  this article.
  All shots directed at vehicles are at +30% to hit due to their size. Each vehicle has a hit
  location table in the same way as characters, though it will have different parts on it
  obviously. You’ll need to assign hit locations and armour values to your vehicles, remembering
  to weight each location on how big and how well armoured it appears on the model. For the
  Arbites Heavy Patrol Vehicle we gave it the following locations and armour values: When
  working out hit locations, shooters may add or deduct up to 20% to their roll to reflect the
  greater ease of selecting a target. This is in addition to any modifiers applied for placed shots.
  Damage is worked out as normal.
  Damage tables for vehicles are tricky in that vehicles can vary wildly from one to the other. For
  convenience sake they may be divided into five categories:
  Hull/bodywork
  Light: Scratches the paintwork and puts a dent
  in the bodywork. The Armour value of this
  location is reduced by 2 points, but the impact
  has no further effect.
  Moderate: A spark ignites the vehicle’s fuel
  and starts a fire inside. Every character in the
  vehicle takes one hit as though from a flamer.
  The fire in the vehicle finishes in the Recovery
  phase, though characters may continue to burn
  as normal (see p.70 of the Inquisitor
  rulebook). If the driver takes damage, the
  vehicle goes out of control in his following
  turn.
  Heavy: The main body of the vehicle is
  smashed beyond recognition by an explosion
  that sends it out of control. Any character
  within the vehicle takes a hit to a random
  location as though from a demolition charge.
  Armour will reduce this as normal. The vehicle
  then makes one last move directly forward at
  Slow speed and comes to a permanent halt. 
  Main weapon
  Light: The weapons barrel is knocked off
  centre and may not be fired next turn. Any
  further shots with this weapon are at -20%.
  Moderate: The weapon is blown off the
  vehicle and the backblast affects the Hull
  location as though the weapon has shot and
  impacted it. Roll for damage and apply the
  effects to the vehicle immediately.
  Heavy: The weapon is destroyed and the
  weapon’s magazine detonates, blowing the
  vehicle to bits. Apply the Heavy damage to the
  Hull result of the vehicle immediately.
  Additional weapons
  Light: The weapon is damaged and only has a
  50% chance of firing each action. All shots that
  are fired suffer a -20% modifier.
  
  Close Combat against vehicles
  Carrying Passengers
  Some vehicles are capable of carrying people,
  either inside or on flatbed pick ups, etc. To
  cover the various eventualities, it is convenient
  to say that if you can fit the character on top or
  inside your vehicles then you can carry them on
  the vehicle. For characters within vehicles
  (where the model doesn’t allow you to place
  them inside), a degree of common sense and
  GM’s discretion may be required and this will
  depend a lot on what models you have
  available. It takes an action to open a crew door
  and get out (or in). From there, characters may
  move and act as normal. 
  Moderate: The weapon is destroyed and
  anyone manning the gun takes a hit to their
  chest as it blows up, suffering damage as
  though they had just been shot by it.
  Heavy: As above, but the damage suffered is
  the maximum damage possible for that
  weapon type.
  Engines
  Light: The engine splutters and coughs out
  fumes as its gears crash. The vehicle may
  only now move at its current speed. It may
  not slow down or speed up and the only
  way to halt it is to destroy it or crash into
  an immovable object such as a building.
  Moderate: A spark ignites the engine and it
  bursts into flames. The vehicle makes an
  immediate Out of Control move and
  everyone on board takes a hit as though from
  a flamer. The vehicle will come to an
  immediate halt after the driver’s next turn,
  but in his turn he may control it normally
  (assuming he’s not on fire!), getting one last
  breath of life from the vehicle.
  Heavy:
  The vehicle’s engine explodes
  spectacularly, wrecking it and engulfing its
  crew in burning fuel. Everyone on board takes
  a hit as though from a heavy flamer and the
  vehicle must make an Out of Control move at
  Fast speed before coming to a permanent halt.
  Wheels/tracks/locomotion
  Light: A tyre blows out or a track buckles and
  the vehicle lurches out of control for the next
  two turns.
  Moderate: The vehicle immediately makes an
  Out of Control move at Fast speed and tips
  over onto its side, crashing and flipping over.
  The vehicle is halted (unsurprisingly) and
  everyone on board takes D3 hits to random
  locations, suffering D6+2 Damage points on
  each location. In later turns the vehicle may be
  righted by characters whose combined
  strength is equal to twice the vehicle’s
  Toughness.
  Heavy: The vehicle overturns and crashes to
  the ground in a spectacular fashion, landing in
  a mangled heap D10 yards in a random
  direction and flipping onto its roof, causing
  damage to all on board as noted above.
  Anyone underneath the wreck may be hit and
  are counted as being attacked by a ramming
  vehicle moving at a speed equal to how far the
  vehicle flipped on the D10. This may be
  dodged with an unmodified Initiative test. The
  vehicle may not be righted in later turns.
  There is a 25% chance that a stray spark may
  ignite the fuel tank. Should this occur, the
  vehicle will explode on landing as noted in the
  Heavy damage section for the Engine.
  Vehicles do not fight as such and have no WS characteristic. Attacking a moving vehicle is a Risky
  action and failure means the character has been run over by the vehicle as though it rammed
  him at its last moved speed. If a character charges into combat with a vehicle he gains the usual
  +10% modifier to his WS, but may suffer negative modifiers depending on how fast the vehicle
  was moving.
  Stationary: Hits automatically
  Slow: No modifier
  Combat: -10%
  Fast: -20%
  When working out hit locations, characters may
  add or deduct up to 30% to their roll to reflect
  the greater ease of selecting a target. Damage is
  worked out as normal. In subsequent turns,
  both the vehicle and the character are free to
  move off without penalty (assuming they can!)
  and no roll is required to break from combat.
  If a character fails his to hit roll against a
  moving vehicle with a roll of 01-05, then he has
  fumbled the attack and been hit by the vehicle,
  suffering damage as though he had been run
  over at its last moved speed.
  
  Jumping onto, between and from moving vehicles
  Jumping off
  This is a particularly heroic thing to be doing,
  although it is kind of dangerous…
  To jump off a vehicle requires one action and
  counts as falling from a height equal to the
  vehicle’s speed that action, ie, Slow (4 yards),
  Combat (8 yards) or Fast (12 yards). So if a
  character jumps from a vehicle that moved at
  Fast speed that action, he would suffer damage
  as though he had fallen from a height of 
  12 yards (three hits to random locations, doing
  D6+12 damage to each location). In addition,
  the character rolls D10 yards in the direction of
  travel of the vehicle and is stunned for a
  number of turns equal to half the speed of the
  vehicle minus a D3 for a minimum of one turn.
  So continuing the previous example, the
  character would be stunned for 6-D3 turns. The
  skill Catfall can reduce this damage as normal.
  Jumping on
  Equally heroic and equally as dangerous…
  To jump onto a vehicle a character must move into
  contact with a vehicle, or have just dodged out of
  the way. It requires an action to jump aboard a
  moving vehicle and to be successful a character
  must roll equal to or lower than his Initiative value
  with the following modifiers (stationary vehicles
  may be climbed aboard without a test):
  Slow: No modifier
  Combat: -30%
  Fast: -50%
  Success means the character has jumped onto
  running boards, the bonnet, roof, etc, and is
  considered on board and will be carried along
  with the vehicle when it moves. If the test is
  failed, the character must take another
  Initiative test to avoid being hit by the vehicle as
  it passes. If he is hit, he suffers damage as
  though he had been run over by the vehicle, is
  knocked prone and is stunned for D3 turns. If
  he manages to avoid being hit, then he falls
  prone, but is not stunned.
  Jumping from one vehicle
  to another:
  Sometimes it may be necessary for characters
  to leap heroically from one vehicle to
  another. This is a risky action and if the
  player rolls more 1’s than 6’s, the character
  has fallen between the vehicles and takes
  damage as described for jumping off a
  vehicle. The difficulty of jumping from one
  vehicle to another is dependent on the
  relative speeds of the vehicles to one
  another. To make the jump, the vehicles
  must be no further away than the character
  could normally jump (Strength divided by
  20. Note that characters never gain the
  +50% modifier for sprinting beforehand). A
  character must make a successful Initiative
  test in order to leap across, with the
  following modifiers: 
  Speed of vehicle leapt from
  Speed of vehicle leaping to
  Modifier:
  Stationary
  Stationary
  A normal Jump action
  Slow
  -10%
  Combat
  -25%
  Fast
  -50%
  Slow
  Stationary
  -10%
  Slow
  0%
  Combat
  -10%
  Fast
  -25%
  Combat
  Stationary
  -25%
  Slow
  -10%
  Combat
  0%
  Fast
  -10%
  Fast
  Stationary
  -50%
  Slow
  -25%
  Combat
  -10%
  Fast
  0%
  A failed roll means the character has fallen from the vehicle as described above.
  Note: The speed is at the time of the jump, ie, what speed the character’s vehicle moved at in its last action.
  
  Sample Stats
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  Speed
  N/A
  54
  N/A
  80
  68
  59
  56
  65
  68
  5
  Base Damage Value: 8
  Destruction Value: 40
  D100 roll
  Location
  Armour Value
  Check boxes
  01-55
  Bodywork
  7
  Light/Moderate/Heavy
  56-65
  Main Gun
  4
  Light/Moderate/Heavy
  66-90
  Engines
  7
  Light/Moderate/Heavy
  91-00
  Wheels
  4
  Light/Moderate/Heavy
  Armament:
  Hood mounted heavy stubber (fired by driver)
  Knockback, Pinning and Nerve Tests
  Dragging
  Sometimes a character may be dragged
  along behind a vehicle. Should this occur,
  the character must take a Strength test for
  every 6 yards the vehicle moves in order
  to keep hold of it or they will be forced to
  let go, suffering damage as though they
  had fallen from the vehicle (halving its
  speed when working out the damage
  suffered 
  since it’s not as bad as actually falling
  from a vehicle). For every 6 yards a
  character is dragged, he must take a
  Toughness test or suffer D3+1 damage to
  a randomly determined leg. A character
  being dragged may use an action to climb
  aboard the vehicle, requiring a successful
  Strength test to manage this feat or else
  continue to be dragged.
  Drivers never need to test for pinning and do not suffer from Knockback. They are secure in
  their protected environment and fear not pedestrians! In addition, any character attacked by
  psychic powers receives a +25% to any test they are required to make due to the protection
  offered by the vehicle’s superstructure and difficulty of picking out a target within a vehicle.
  Repairing vehicles
  While it may be convenient to assume that
  vehicles cannot be repaired in-game, it
  doesn’t really fit with a few character types,
  such as Adeptus Mechanicus characters or
  those who have a background in this area.
  For convenience sake, we’ll assume that any
  Adeptus Mechanicus, or character who has
  had a background in mechanics, tinkering,
  etc or one with the Machine Empathy psychic
  power can effect repairs to vehicles. They can
  ‘heal’ the vehicle in the same way they would
  a character though the test is made against
  their Sagacity. Success will reduce the 
  vehicle’s Damage points total by D3 (+1 for
  every full 10 points of Sagacity above 60). In
  the same way as characters, a specific area
  may be targeted for repair, though no more
  than one Damage level may ever be repaired
  (ie, a vehicle at Heavy damage could only
  ever be repaired back to Moderate). Vehicles
  that have gone out of action by having their
  Destruction value exceeded may be brought
  back into service should a mechanic
  successfully repair them to a level where their
  Damage points are equal or below the
  Destruction value.
  Sample Stats for common vehicles (It is assumed that the drivers of these vehicles will have their
  own character sheets. The stats shown here are for guidance only. The last stat table has been
  blank for you to use):
  Pick-up truck, driven by human renegade
  
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  Speed
  N/A
  45
  N/A
  65
  56
  66
  58
  44
  49
  4
  Base Damage Value: 7
  Destruction Value: 33
  D100 roll
  Location
  Armour Value
  Check boxes
  01-55
  Bodywork
  6
  Light/Moderate/Heavy
  56-75
  Engines
  4
  Light/Moderate/Heavy
  76-00
  Wheels
  7
  Light/Moderate/Heavy
  Armament:
  None
  Ground car, driven by human
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  Speed
  N/A
  62
  N/A
  90
  74
  77
  67
  74
  88
  5
  Base Damage Value: 9
  Destruction Value: 45
  D100 roll
  Location
  Armour Value
  Check boxes
  01-55
  Bodywork
  9
  Light/Moderate/Heavy
  56-65
  Main Gun
  5
  Light/Moderate/Heavy
  66-90
  Engines
  8
  Light/Moderate/Heavy
  91-00
  Wheels
  6
  Light/Moderate/Heavy
  Armament:
  Turret mounted Auto cannon (fired by driver)
  Armoured car, driven by Arbites Enforcer
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  Speed
  Base Damage Value: 
  Destruction Value: 
  D100 roll
  Location
  Armour Value
  Check boxes
  Light/Moderate/Heavy
  Light/Moderate/Heavy
  Light/Moderate/Heavy
  Light/Moderate/Heavy
  Armament:
  Permission to photocopy
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/VehicleRules.pdf