TEXT: Apocrypha: Vehicles
  Dark Heresy Apocrypha is an irregular series of articles and optional game rules for the Dark Heresy Roleplay Game. The 
  Apocrypha contains all manner of exciting things such as rules additions, new types of character and different ways of constructing 
  groups of Acolytes, as well as ideas for running particular types of game. Such knowledge however, comes with a warning—it 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 Heresy’s core rules. For those of you who have steeled 
  your soul and crave forbidden knowledge you read at you own risk! Enjoy. 
  —The Curators of the Dark Heresy Oubliette of Knowledge.
  Vehicles & Riding BeAsts
  This Apocrypha presents rules for using vehicles and mounts in games of Dark Heresy.
  ™
  
  Vehicles
  i
  n Dark Heresy there are countless types of vehicles, everything 
  from bikes, ships, spacecraft, walkers and more are available 
  to those with the money and influence to acquire them. As 
  with mounts, vehicles are best used as conveyances, enabling 
  characters to move from one location to another at a rate faster 
  than they could otherwise achieve with their feet alone. Most 
  of the time when a character interacts with a vehicle they are a 
  passenger and the vehicle becomes just another environment for 
  the character to explore. When a character is driving or piloting 
  a vehicle in non-stressful conditions there’s no reason to become 
  bogged down in the minutia of what lever does what—simply 
  allow the Acolytes to reach their destination. There may, 
  however, be times when a character is piloting or driving a 
  vehicle in combat, or worse, they face an enemy that has the 
  benefit of a vehicle. Such encounters and circumstances alter 
  the dynamics of the game by injecting a new lethal dimension 
  to combat. The rules presented here expand combat options by 
  including full rules for incorporating vehicles into the game.
  Vehicle Types
  Outside of massive vehicles that require large complements of 
  pilots and drivers to control, vehicles are grouped into types 
  that correspond to the Drive and Pilot Skill Groups outlined 
  on pages 102 and 105 of the Dark Heresy Core Rulebook. 
  Ground Vehicles
  Ground vehicles encompass any terrestrial vehicle designed 
  to manoeuvre on a planet’s surface. Controlling a ground 
  vehicle effectively requires the Drive (Ground Vehicle) skill.
  Bikes: Bikes are a catchall for motorcycles, monocyks and 
  other vehicles with one or more wheels arranged in a line. 
  This category generally refers to those vehicles that rely on 
  engines for propulsion.
  Medium Vehicles: This category includes road wheelers and 
  ground cars. They are primarily found on civilised worlds that 
  have road networks. On such planets, private ownership is a status 
  symbol and a sign of wealth. Most people do not have the luxury 
  of possession such transportation. Ground cars include staff cars 
  for officers, quads, limousines, and personal conveyers—one man 
  autos famous for being unreliable and utterly dangerous.
  Large Vehicles: Large vehicles that serve as haulers, trucks 
  and transports, functioning as cargo and personnel carriers. 
  Haulers are named for the quantity of their wheels, with the 
  Cargo-8 being one of the most common. 
  Crawlers: Massive vehicles, weighing hundreds of tons, 
  they are somewhat rarer than large vehicles. For civilian 
  purposes, they are used for construction, transporting heavy 
  cargo as harvesters, flatbeds and other industrial vehicles. The 
  military’s armour such as the Baneblade, Leviathan and even 
  the Capitol Imperialis—a mobile tracked fortress capable of 
  carrying hundreds of men—all qualify as crawlers.
  Termites: Termites is a catch-all category for any vehicle designed 
  for burrowing through solid matter. These are generally rare and 
  normally found only on industrial worlds and mining colonies.
  Water Craft: Water craft are common throughout the 
  Imperium and vary from the motor skiffs used to skim the 
  surface of hive chem-pools to the mass harvesters that roam 
  the seas of water bound agri-worlds.
  Walkers
  Semi-robotic walking machines, these vehicles move about 
  on mechanical legs. Most walkers have military applications, 
  such as guard sentinels, dreadnoughts and the feared battle 
  titans. For civilian use, walkers may serve as power lifters 
  or as tools for construction. Some walkers are designed to 
  be controlled by servitors. Controlling a walker effectively 
  requires the Drive (Walker) skill.
  hoVer Vehicles
  Hover vehicles, often referred to as skimmers, are anti-grav 
  vehicles built for limited flight. The Imperium has good and 
  practical anti-grav and contra-air tech based on ancient designs, 
  but it is little understood and rarely seen outside the circles of 
  the wealthy elite or Adeptus Mechanicus. Controlling a hover 
  vehicle effectively requires the Drive (Hover Vehicle) skill.
  ciVilian FlyinG craFt
  Civilian flying craft are designed to transport people and cargo 
  inside a planets atmosphere or from a planets surface to an 
  orbiting ship and back again. Most of these vessels have poor 
  manoeuvrability, while others are highly manoeuvrable toys of 
  the elite, able to sore in the clear air of pleasure worlds. Some of 
  these vehicles also include artificial gravity, but such benefits are 
  expensive and not widespread. Controlling a civilian flying craft 
  effectively requires the Pilot (Civilian Craft) skill.
  Military FlyinG craFt
  Military flying craft include transport s such as valkyrie transporter 
  or aquilla lander for use in warzones, and also includes heavily 
  armed engines of destruction such as vulture gunships, thunderbolt 
  fighters and marauder bombers. Controlling a military flying craft 
  effectively requires the Pilot (Military Craft) skill.
  Vehicle 
  characTerisTics
  All vehicles are defined by a set of numbers and Traits to 
  provide options for the pilot and crew that operate them. 
  In many ways, these characteristics function as those 
  characteristics used to describe characters and creatures, but 
  unlike living creatures, vehicles are generally not capable of 
  taking Actions on their own and must rely on the capabilities 
  of their operator. All vehicles have the following statistics:
  Type: This is the class of vehicle and typically indicates how it 
  moves and the Skill specialisation required to drive or pilot it.
  Size: Vehicles have Size Traits just as creatures. Any vehicle 
  that can hold one or two people is Hulking, most Acolytes and 
  aircraft are Enormous, with tanks and the like being Massive.
  Armour: Many vehicles are heavily constructed allowing 
  them to shrug-off harm that would fell a living creature, 
  Apocrypha: Vehicles
  2
  Vehicles
  I
  Vehicle Types
  Vehicle 
  Characteristics
  
  and in the case of military vehicles, armour plated to resist 
  gunfire, explosions and other attacks. In each vehicle’s case, 
  an Armour Points value is listed which is used to resist 
  damage done to it, (note that vehicles have no Toughness 
  Bonus, only Armour Points.) 
  These rules (for simplicity’s sake) feature only a single Location 
  or relative few Locations with separate Armour Values for each 
  vehicle. The most common of these is “Hull”, which is used in 
  these rules as a catch-all term for the bulk of a vehicle, although 
  some will also have separate listing for Locations which are 
  particularly well, (or poorly) protected, (such as Front, Wings, 
  Rear etc) depending on the nature of the vehicle. 
  Striking a particular vehicle Location rather than another is a 
  matter of the direction the attack comes in from, (shooting at the 
  back of a vehicle will hit its Rear location, or if the Rear is not 
  separately listed, the Hull etc.) The GM has the final say on what 
  location is struck by an attack, and any special effect beyond the 
  usual Damage that striking that Location will have.
  Causing Damage: Vehicles unlike living creatures, Daemons 
  etc, do not have Wounds. Attacks that deal Damage equal to or 
  greater than a Location’s Armour Points will cause Structural 
  Damage of some kind (see page @@ of this Apocrypha for 
  more details). The amount by which the Damage exceeded 
  the Armour determines the severity of the Damage and which 
  table is used to determine the result. 
  Vehicle Traits: Vehicle traits are special qualities possessed 
  by a vehicle.
  Narrative Speed: This entry describes the vehicle’s cruising 
  and top speed, measured in kilometres per hour, and is 
  displayed as Cruising Speed/Maximum Speed. Cruising 
  Speed is the standard sustained speed used for movement in 
  Narrative Time. It typically equals half the vehicle’s Maximum 
  Speed. The Maximum Speed is included as a guide of how 
  fast a vehicle can go when pushed. For ground vehicles, these 
  Speed values are halved for off-road conditions, unless the 
  vehicle has the All Terrain vehicle trait.
  Combat Speed: This gives the amount a vehicle will move every 
  Round, 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 weaponry 
  that the vehicle carries. In some cases it simply lists weapon 
  mountings, in which case any weapon of the mounting type 
  listed can be added. 
  Handling Modifier (Skill): This entry take the form of a 
  Difficulty modifier, it reflects any bonus or penalties to the 
  pilot’s Skill Test when attempting operations outside of the 
  norm with this vehicle based on it inherent manageability. 
  Additionally, this entry also indicates the Skill used to 
  operate the vehicle.
  Crew: This entry describes the number of crew needed 
  to operate the vehicle. This entry also includes the various 
  functions of the crewmen, such as pilot, gunner and so on.
  Passengers: If the vehicle can accommodate passengers, 
  the number it can carry is listed here. Otherwise, this entry 
  is absent. Note this is when passengers are comfortably 
  accommodated, not crammed in etc!
  Access Points: This entry describes where a character can 
  climb on board or exit an enclosed vehicle.
  Apocrypha: Vehicles
  3
  Table 1–1: Guidelines for Vehicle Armour
  Variety of Vehicle 
  Armour Points
  Unprotected vehicles such as
  civilian ground cars, carts etc 
  12 or less
  Un-armoured military or
  heavy civilian vehicles 
  12–20
  Lightly armoured vehicles or
  very heavy duty vehicles 
  15–25
  Heavily armoured vehicles 
  25+
  
  MoVeMenT in 
  narraTiVe TiMe
  While the means of propulsion may vary, all vehicles move in 
  the same way. When using Narrative Time (e.g. any time when 
  there are no dramatic opportunities or unusual complications 
  such as combat, hazards and the like), it is enough to say the 
  vehicle gets you to where you’re going. A vehicle in Narrative 
  Time moves at the vehicles Cruising Speed—this is modified 
  by the type of terrain the vehicle is moving over.
  Difficult Terrain
  When moving on roads or similar surfaces, vehicles may 
  use their Combat Speed and Narrative Speed values. When 
  travelling on any other surface, they move at half their Cruising 
  Speed for Narrative Speed and halve the Move Value in all of 
  their Speed Bands for Combat Speed—unless the vehicle has 
  the All Terrain vehicle trait. Note that Skimmers ignore the 
  effects of all terrain. Vehicles that move through air, space or 
  water, are not affected by terrain in Narrative Time.
  Vehicle coMbaT
  In most Dark Heresy games, vehicles are either environments for 
  the Acolytes to explore or are simply means of travel, and rarely 
  do vehicles play a part in the usual sorts of combat encounters 
  that characters are bound to face. There are, however, situations 
  where a thrilling chase through the labyrinthine streets of a hive 
  world or a heart-pounding dogfight in the upper atmosphere 
  will have a place in the game and these rules are designed to 
  enable players and GMs alike to expand their options.
  the Basics
  Vehicular combat follows the same structure as combat 
  described in Dark Heresy. Opponents determine Initiative as 
  normal and then act in order from highest to lowest. Vehicles 
  act on the Initiative of their controller. Each participant, on 
  their Turn, gets a chance to act, taking a Full Action or two 
  Half Actions. Where vehicular combat differs is in its sense 
  of scale and how Damage is resolved against vehicles.
  MoVeMent in coMBat
  When moving in combat, vehicles may move a number 
  of meters per Round that is determined by the Speed that 
  the vehicle is travelling at. There are six Speed Bands for 
  vehicles: Stationary, Very Slow, Slow, Cruising, Fast and Very 
  Fast. In a vehicle’s profile, Combat Speed is divided into 
  these Speed Bands: Very Slow/Slow/Cruising/Fast/Very 
  Fast. Unless the vehicle’s controller takes an Accelerate or 
  Decelerate Action (see Vehicle Actions on page @@ of this 
  apocrypha) a vehicle will always move at the same Speed that 
  it was moving in the previous Round. 
  Note: In a combat Round a vehicle must move a minimum 
  distance equal to the movement value of the next rate down.
  Manoeuvres 
  Handling determines how difficult it is to control your 
  vehicle in combat and perform special manoeuvres, and 
  as one would expect, the faster a vehicle moves, the 
  harder it is to control. Whenever you take an Action 
  that calls for an operator Test, modify the Test by the 
  Difficulty of the vehicle’s Handling plus the penalty or 
  bonus incurred by the vehicle’s Speed as shown on Table 
  1–2: Speed Difficulties.
  If you fail the Test, you simply cannot perform the 
  manoeuvre. If you fail by two or more degrees of 
  failure, you lose control of the vehicle and must roll 
  on Table 1–3: Out of Control. On a failure by four or 
  more degrees, you lose control and must roll on the 
  table and add +20 to the roll. 
  Apocrypha: Vehicles
  4
  the driVe/Pilot skill and 
  initiatiVe
  The skill of a driver has an important implication for 
  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 Models
  Using models to keep track of the relative distances 
  and positions of vehicles in combat is very useful, 
  especially as such situations can often 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. If you are using 28mm miniatures and 
  vehicles that correspond in scale to these miniatures 
  1 inch/2cm is equal to 1m.
  exaMPle
  A vehicle with a Combat Speed entry of 15/30/45/60/75, 
  will move up to 15 meters in a Round when moving at Very Slow 
  Speed and 60 meters when moving at a Fast Speed. At Fast Speed 
  the vehicle can move up to a maximum of 60 meters and must 
  move a minimum of 45 meters.
  Table 1–2: Speed and Manoeuvre Difficulties
  Speed Band 
  Difficulty
  Stationary 
  No manoeuvres are possible
  Very Slow 
  +20
  Slow 
  +10
  Cruising 
  0
  Fast 
  –10
  Very Fast 
  –20
  Movement in
  Narrative Time
  Vehicle  Combat
  
  collisions
  Whether from an Out of Control vehicle or an intentional 
  ram, the results of a collision can be devastating. When 
  a vehicle collides with an object, the vehicle and object 
  struck take an amount of Damage. For the vehicle, the 
  amount of Damage is determined by the size of the object 
  and (if it is a vehicle) the Speed it was travelling at. For 
  the object hit, the Damage is determined by the size of 
  the object. If the Damage is not enough to exceed the 
  vehicle’s Armour, the vehicle may continue moving, 
  though its Speed will drop by one band.
  Passengers not strapped-in take half this Damage plus 
  any Damage that exceeds the vehicle’s Armour. Passengers 
  that are strapped-in only take Damage that exceeds the 
  vehicle’s Armour. 
  Special: If the target struck has a Size equal to or greater 
  than the vehicle, resolve this as a Collision instead.
  aircrafT coMbaT
  Aircraft in combat have an additional consideration that 
  affects their movement. The following rules are broad to 
  simulate, to a degree, some of the other factors to consider 
  when using these vehicles.
  altitude
  Rather than bog down the game in complex mathematical 
  equations, Dark Heresy uses four broad altitude bands 
  for flying creatures and vehicles. The altitudes are Low, 
  Medium, High and Orbit. Vehicles may attack other 
  vehicles in the same altitude or against targets at one 
  altitude lower but not higher altitudes.
  An aircraft’s Speed determines how long it takes to 
  move into another altitude band. It takes 5 Rounds for 
  Very Slow, 4 Rounds for Slow, 3 Rounds for Cruising, 2 
  Rounds for Fast, and 1 Round for Very Fast. Vehicles with 
  particularly slow speeds may take longer, while vehicles 
  with particularly fast speeds may change altitudes more or 
  less quickly at the GMs discretion.
  Minimum speed
  Any vehicle that moves through the air must maintain 
  a minimum speed equal to its Slow Speed unless that 
  vehicle has the Anti-Grav vehicle trait. Dropping below 
  this Speed causes the vehicle to stall and begin to lose 
  altitude. To regain control over the vehicle, the operator 
  must succeed on a Pilot Test with a cumulative –10 
  penalty for every two Rounds spent below the Slow 
  Speed. Although gravity varies from world to world, 
  to avoid ridiculous calculations, assume that every the 
  vehicle drops one altitude band every 2 Rounds.
  Apocrypha: Vehicles
  5
  Table 1–4: Collision & Hit and Run Damage
  Size 
  Base Damage Damage Modifier
  Average or smaller (Bike) 1d0 I 
  —
  Hulking (Grox, Car) 
  2d10 I 
  +1/Speed Band 
  above stationary
  Enormous (Silt Spider, Landspeeder) 
  3d10 I 
  +2/Speed Band above stationary
  Massive (Battle Tank, Scar Wyrm) 
  4d10 I 
  +5/Speed Band above stationary
  Table 1–3: Out of Control
   Roll 
  Result
   01–20 
  No effect
   21–30 
  Minor slip moves the vehicle 1 metre to left or right. No effect on air- or spacecraft.
   31–40  
  Vehicle slips 1d5 metres to the left or right.†
   41–50  
  Vehicle skids 1d10 metres to the left or right.†
   51–60 
  Vehicle skids 2d10 metres to the left or right.†
   61–70 
  Vehicle spins 1d5 times, drifting 2d10 metres in a random direction.
   
   
  Vehicle reduces its Speed by two bands.
   71–80 
  As 61–70, but if moving at Fast or a faster Speed, the vehicle flips 1d5 times and crew and passengers take 
   
   
  1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement.
   81–90 
  As 61–70, but if moving at Cruising or a faster Speed, the vehicle flips 1d5 times and crew and passengers 
   
   
  take 1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement. 
   91–100 
  As 61–70, but if moving at Cruising or a faster Speed, the vehicle flips 1d10 times and crew and passengers 
   
   
  take 1d10 I points of Damage for each flip, coming to a complete stop at the end of its movement. 
   101–110 As 91–100, but the vehicle catches fire when it stops moving. All crew and passengers still alive must Test 
   
   
  Agility or catch fire.††
   111–120 As 101–110, but the vehicle explodes when it stops moving. All crew and passengers are slain and all 
   
   
  creatures within 10 metres take 2d10 X, Pen 5, Damage from the flaming debris.††
  †Aircraft begin an uncontrolled descent. Spacecraft move in a random direction.
  ††Vehicles with the Primitive vehicle trait do not explode or catch fire but instead flip 1d0 times as per result 61-70, and 
  are also completely destroyed.
  Aircraft  Combat
  
  Vehicle acTions
  The following Actions expand on those found in Dark Heresy. 
  Most of these Actions apply to the vehicle’s pilot. Crew and 
  passengers may perform specialised tasks in the vehicle or take 
  Actions normally available to characters in combat.
  accelerate (halF)
  You increase your vehicle’s Speed by one band, this will affect the 
  vehicle’s movement this Round and so its move will correspond 
  to its new Speed. If all you do this Round is accelerate, you may 
  increase the vehicle’s Speed by two bands.
  attack (halF)
  You or a crewman can fire one of the vehicle’s weapons or 
  use a personal weapon if the vehicle’s configuration allows 
  it. You may use a melee weapon if you are adjacent to 
  an opponent. Attacks made from moving vehicles incur a 
  penalty 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 of the obstacle determines the base Difficulty, which 
  is added to the Difficulty incurred by Speed and Handling. 
  Obviously, you only need to make these Tests for the sudden 
  appearance of an obstacle in your path. 
   
  Size 
  Base Difficulty
   
  Miniscule 
  +30
   
  Puny 
  +20
   
  Scrawny 
  +10
   
  Average 
  0
   
  Hulking 
  –10
   
  Enormous 
  –20
   
  Massive 
  –30
  BootleGGer reVerse (Full)
  With this manoeuvre, you move forward at half the vehicles 
  movement and then turn anywhere between 90 and 
  180-degrees. You must succeed on a Hard (–20) Drive or 
  Pilot Test to make this manoeuvre work. Speed penalties and 
  Handling modifiers also apply as normal.
  decelerate (halF)
  You may decrease the vehicles Speed by one band. If all you 
  do this Round is decelerate, you may decrease the vehicles 
  Speed 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 Handling 
  modifier if any. On a success, if the vehicle takes a hit in 
  combat, you reduce the Damage by your Agility Bonus. On 
  a failure of two or more degrees, the vehicle is actually easier 
  to hit, granting a +10 bonus on all Ballistic Skill Tests made 
  to strike the vehicle. A failure of four or more degrees, results 
  in Out of Control.
  hard Brake (Full)
  You can dramatically slow the speed of your vehicle by 
  making a hard brake. You must make a Pilot or Drive skill Test 
  modified as normal for the Speed of the vehicle’s movement. 
  A success means that you may reduce the vehicles movement 
  rate by up to four bands. A failure of two or more degrees 
  results in Out of Control.
  hit and run (Full)
  You can run down opponents, moving through or over your 
  opponents. Your vehicle moves normally. Any creatures in 
  its path may Test Dodge to get out of the way or they may 
  make a free attack—they may not attempt both. Assuming 
  the vehicle survives the attack and hits a target, you must 
  make a Drive, Pilot or Wrangling Test. On a success, you 
  hit the opponent and deal Damage based on the vehicle’s 
  Size as per a collision (see Table 1–4: Collision and Hit 
  and Run Damage).
  ManoeuVre (Varies)
  There are bound to be manoeuvres not covered by the 
  Actions described here, such as jumping a vehicle over an 
  obstacle, lifting the vehicle up on two wheels, and so on. Any 
  manoeuvre requires a Drive or Pilot Test against a Difficulty 
  set by the GM appropriate to the manoeuvre attempted.
  Push the enGines (Full)
  You may push the engines in your vehicle to accelerate 
  more quickly. A successful Drive or Pilot Test increases 
  the vehicles Speed by three bands. Performing this 
  Action over multiple Rounds increases the Difficulty of 
  the Test by one step. A failure of two or more degrees 
  indicates that you’ve taxed the engine, reducing your 
  maximum Speed by one band. A failure by four or more 
  degrees, indicates that you’ve blown the engine—your 
  Speed is reduced by one band per Round until you are 
  stationery.
  roll (halF)
  Aircraft Only
  You spin the vehicle to make yourself harder to hit, take a 
  Pilot Test. On a success, you impose a –10 penalty to one 
  opponent’s Ballistic Skill Test made to attack you.
  Turn (special)
  Turns at higher Speeds may require a Drive or Pilot Test 
  as determined by the GM. Generally, anything more than a 
  45-degree turn on a single move should require a Test.
  Apocrypha: Vehicles
  6
  Vehicle Actions
  
  Apocrypha: Vehicles
  7
  Table 1–5: Structural Damage
   Roll 
  Result
   01–05 
  Rocked: The vehicle reduces its Speed by one band.
   06–10 
  Armour Damage: Reduce the vehicles Armour Points on the Location struck by 1d5 points (minimum 0).
   11–15 
  Tossed: The vehicle shakes with the impact. All crewmen and passengers must succeed on Agility Tests or 
  take 1d10 I Damage. Anyone on the outside of the vehicle must pass a Strength Test or be thrown off and 
  take 1d10 I damage.
   16–20 
  Airborne: The impact sends the vehicle into the air and causes it to slam back to the ground. The results 
  are as Tossed, but the Agility and Strength Tests are Difficult (–10). For sea, air or space vehicles, the vehicle 
  shudders, tossing all crewmen and passengers about.
   21–25  
  Damaged Sensors: The hit critically damages the sensors, imposing a –20 penalty to all Perception Tests 
  made while in the vehicle. If there are no sensors, the attack reduces the vehicle’s Armour Points at the 
  Location struck by 1d5 points.
   26–30 
  Blown Tire/Tread/Leg: The attack destroys one of the vehicles wheels, treads or legs. In the case of 
  tracked or wheeled vehicles, the vehicle immediately goes Out of Control, adding +30 to the roll on Table 
  1–3: Out of Control. The vehicles Speed is reduced by two bands every Round and once stationery may not 
  move. In the case of a walker, the vehicle immediately crashes, injuring all occupants. Damage equals 1d10 
  plus 4 per Speed above stationary. If in a sea, air, or space vehicle, the attack reduces the vehicle’s Armour 
  Points at the Location struck by 1d10 points.
   31–35 
  Destroyed Sensors: The hit destroys all sensors, making vehicle Perception Tests impossible. If no sensors, 
  treat as result 31–35.
   36–40 
  Catch Fire: The vehicle catches fire. Each Round the occupants remain inside the vehicle they must Test 
  Agility or catch fire. The fire can be extinguished through normal means.
   41–45 
  Injured Crew or Passenger: A random occupant takes 1d10 Damage plus one-half of the Damage dealt to 
  the vehicle. Bad news if this is the driver.
   46–50 
  Weapon Damage: The attack destroys a random weapon mounted on the vehicle. If no weapons, a random 
  hard point or anti-aircraft mount is destroyed. If the vehicle has no weapon mounts treat this result as result 
  46–50.
   51–55 
  Traumatic Injuries: 1d5 random occupants take 1d10 Damage plus one-half of the Damage dealt to the 
  vehicle. In addition, the vehicle reduces the Armour Points protecting the Location struck by 1d10 points.
   54–60 
  Steering Damage: Vehicle becomes harder to control. Handling worsens by –10. In addition, operator must 
  immediately pass a Drive or Pilot Test or go Out of Control (see Table 1–3: Out of Control).
   61–65 
  System Damage: Vehicle suffers extensive damage to its electrical systems. Each Round, there’s a 50% 
  chance the driver can make a Handling Test to control the vehicle. If not, the vehicle automatically slows its 
  Speed by one band and wanders in a random forward direction.
   66–70 
  Ammunition Damage: If the vehicle is carrying ammunition, it detonates dealing 2d10+8 X Damage to 
  the vehicle and all occupants. Vehicle Damage is applied to the Location closest to where the ammunition was 
  stored, which could result in another roll on this table. If the vehicle does not carry ammunition, treat this 
  result as 61–65.
   71–75 
  Out of Control: The vehicle spins Out of Control, reducing its Speed by three bands and moving in a 
  random direction. All occupants must Test Toughness or become Stunned for 1 Round.
   76–80 
  Smoking Engine: The engine overheats. The vehicle’s maximum Speed Band is reduced to Cruising.
   81–85 
  Terrible Engine Noise: The engine sputters and coughs. You may no longer move faster than the vehicle’s 
  Slow Speed Band.
   86–90 
  Engine Death: The engine dies. Each Round, the vehicle reduces its Speed by one band until it is stationery. 
  Once stationery it may not be restarted.
   91–94 
  Engine Explosion: The engine explodes, dealing 2d10+10 X Damage to all occupants. An Agility Test 
  halves Damage for occupants. Each Round, the flaming vehicle reduces its Speed by one band until it is 
  stationary. Once stationary it may not be restarted.
   95–00 
  Explosion: The vehicle explodes, sending jagged pieces of flaming death in all directions. All occupants are 
  slain and all creatures within 1d10 metres/size above Average take 2d10+5 X, Pen 5, Damage.
  
  aTTacking Vehicles
  Attackers can make attacks as normal against a vehicle 
  Testing Weapon Skill or Ballistic Skill, with bonuses for its 
  size rating. Before rolling the dice, the attacker must decide 
  whether he is attacking the vehicle or the crew where they 
  are visible. Attacking the vehicle is resolved like any other 
  attack. There is no need to randomise the Location hit as 
  attacks will hit the side of the vehicle that faces the attack. 
  If attacking a crew or passengers directly is possible, (as is 
  usually the case with any Open vehicle for example) those 
  on board are likely gain a cover modifier from the vehicle 
  unless completely exposed.
  called shots
  As with other opponents, you can make Called Shots against 
  vehicle Locations, such as tires, treads, legs, weapon batteries 
  and so on. The standard Hard (–20) Test penalty applies (see 
  page 198 in Dark Heresy).
  Vehicle daMaGe
  Vehicles that take Damage have a tendency to stop working. 
  Whenever a vehicle is struck by a successful attack, roll 
  Damage normally. If the Damage is equal to or less than 
  the vehicle’s Armour for the Location, there is no effect. If 
  the amount of Damage inflicted exceeds the vehicles Armour 
  then the vehicle suffers Structural Damage (see page @@ of 
  this apocrypha for more details). Note that the Penetration 
  value of a weapon will reduce a vehicle’s Armour as normal.
  Each time the vehicle takes Damage the operator must make 
  a Drive or Pilot Test to maintain control—modifying the 
  Test by the vehicle’s Speed and Handling as normal.
  Massive Impact: If the Damage exceeds the vehicle’s 
  Armour, the vehicle takes a hit. If an attack exceeds the 
  vehicle’s Armour by more that double (i.e. a vehicle with 
  Armour 10 took 30 points of Damage) the vehicle is 
  automatically destroyed by the force of the attack and all 
  crew and passengers take Impact Damage equal to the amount 
  that the Damage exceeded the vehicle’s Armour. Passengers 
  and crew must also Test Agility to avoid catching fire.
  effects of Damage
  Whenever a vehicle takes a Structural Damage the attacker 
  rolls 1d100 on Table 1–5: Structural Damage to see what 
  happens. Results from Structural Damage are cumulative. 
  Note: some of these results will only sensibly apply if a 
  vehicle is in motion, if this is not the case, re-roll the result.
  oTher consiDeraTions
  In addition to the standard concerns about vehicular combat, 
  there are a few other circumstances that warrant mentioning. 
  The following rules supplement those found in Dark 
  Heresy.
  catchinG a MoVinG Vehicle
  Insane or courageous characters may wish to catch a ride on 
  a moving vehicle, such as dropping onto the vehicle from 
  above or leaping in through an open hatch. Ultimately, such 
  heroic (or foolish) acts are left to the GM to adjudicate, 
  though the base Difficulty for any such Test should be 
  Difficult (–10).
  JuMPinG FroM a MoVinG Vehicle
  Jumping from a moving vehicle onto a non-moving surface 
  is dangerous. Characters that make such a leap take 1d10 I 
  Damage per Speed Band above Stationary. A Difficult (–10) 
  Agility Test reduces this Damage by 1d10. 
  rePairinG Vehicles
  Vehicles damaged in combat can be repaired. Generally, 
  repairing a damaged vehicle requires the appropriate Trade 
  Test and 1d5 days. The severity of the Damage may require 
  more time and modify the Difficulty as the GM sees fit.
  Apocrypha: Vehicles
  8
  Attacking Vehicles
  Other  Considerations
  
  Vehicle TraiTs
  Twin, Triple and Quad Mounted Weapons 
  (etc)
  Some vehicles may have a number of weapons linked to fire 
  together. Such weapons are collectively fired as one. To work 
  out the profile of a twin or quad weapon, simply add the 
  weapon’s Clip and RoF of the number of linked weapons 
  together. 
  Such is the effect of this kind of weapon’s huge rate of fire, 
  the bonus to hit with fully automatic fire from such weapons 
  is +30 rather than the usual +20.
  all Terrain
  All terrain vehicles are designed and equipped to scramble 
  across difficult ground. All terrain vehicles ignore movement 
  penalties for moving difficult terrain. 
  amphibious
  An amphibious vehicle can move over both land and water. 
  When in water, the vehicle’s Narrative Speed and Combat 
  Speed values are halved.
  anti-grav (aircraft only)
  Many aircraft are fitted with a passive form of anti-grav 
  combined with engine vectoring, this allows such aircraft to 
  take off and land vertically. 
  interface controls
  The vehicles controls have inbuilt circuitry that allows a suitably 
  augmented pilot or driver to control the vehicle with incredible 
  precision. When controlled by a character with suitable augmentation, 
  the vehicles Handling modifier is increased by +20.
  open
  These vehicles have a structure largely open to the air where 
  the majority of those aboard may sit or stand rather than 
  an enclosed compartment inside. These vehicles have the 
  advantage that they are very easy to mount or dismount and 
  can usually carry a lot of passengers/cargo relative to their 
  size, but offer those aboard little protection (and so they may 
  be targeted in combat etc).
  primitive
  Primitive vehicles are usually crafted from wood or cobbled 
  together from other scrap. Most are not powered by anything 
  more sophisticated than clockwork or the muscle power of 
  animals. The Armour of primitive vehicles is Primitive and 
  such vehicles are reduced to wreckage by effects that would 
  make them explode. Also, common sense should also be used 
  when applying Structural Damage results to such vehicles, 
  i.e. they also cannot “catch fire” from a damage result unless 
  caused by an incendiary weapon etc.
  stripped chassis
  The vehicle has had its armour stripped and the weight of its 
  frame reduced for greater speed. All of the vehicles Armour values 
  are halved and its Combat Speed values increased by 25%.
  Void capable
  The aircraft is sealed and equipped so that they can function 
  in the cold harshness of space as well with an atmosphere.
  Apocrypha: Vehicles
  9
  Vehicle Traits
  
  sAmple Vehicles
  The following vehicles represent the most common sorts found in the 41st Millennium.
  cart
  Carts rely on a draught beast for locomotion and can vary in size from dog-drawn gigs to Tholephant-pulled mega-wains. Carts 
  can come in all sizes and shapes, these stats represent a typical open-topped cart.
  Type: Ground Vehicle
  Size: Hulking
  Armour: Hull 10
  Traits: Open, Primitive
  Narrative Speed: 2 kmph/6 kmph
  Combat Speed:  Based on animal’s AB/AB×2/–/–/–
  Handling Modifier (Drive (Ground Vehicle)): –10
  Armaments: None
  Crew: 1 (Driver) 
  Passengers: 6
  Access Points: Carts are open-topped can be boarded and disembarked from any point.
  Special: Low Tech: These vehicles benefit from a lack of workings and vital parts, as a result, any damage that doesn’t 
  destroy them outright, injure a passengers or damage their wheels or otherwise deflect or immobilise them is ignored.
  chariot
  A chariot is a smaller version of a cart, designed specifically for speed or military use. The chariot can be a decisive factor in 
  primitive warfare. Like carts, chariots come in a variety of types, the profile here represents a typical war chariot.
  Type: Ground Vehicle
  Size: Hulking
  Armour: Hull 8
  Traits: Open, Primitive
  Narrative Speed: 4 kmph/15 kmph
  Combat Speed: Based on animal’s AB/ABx2/–/–/–
  Handling Modifier (Drive (Ground Vehicle)): 0
  Armaments: None
  Crew: 1 (Driver) 
  Passengers: 2
  Access Points: Chariots are open topped and can be boarded and disembarked from any point.
  Special: Low Tech: These vehicles benefit from a lack of workings and vital parts, as a result, any damage that doesn’t destroy 
  them outright, injure a passenger or damage their wheels or otherwise deflect or otherwise immobilise them is ignored.
  Speeder Carriage
  Only the truly wealthy can afford to privately own speeder craft as the technology involved must be sourced directly from 
  the Adeptus Mechanicus, and maintained by those with high knowledge of their arcane lore. This is an example of a luxury 
  vehicle, intended to carry several passengers in complete comfort far above the toiling earthbound multitudes. Some hives, 
  thanks to their confined nature or hostile atmospheres, are unsuitable for the use of speeders, but others such as the Hive 
  Sibellus or the Hive-Citadels of Solomon with their sprawl of high spire estates, endlessly, and no true Sibellian noble house 
  would be without its coterie of lavishly appointed and liveried speeder carriages with which to hop from one estate to another 
  without having to deal with the unwashed masses.
  Type: Hoverer
  Size: Hulking
  Armour: Hull 10
  Traits: none, some may be Open.
  Narrative Speed: 80kmph/200kmph
  Combat Speed: 15/70/140/210/280
  Handling Modifier (Drive (Hover)): +10
  Armaments: None
  Crew: 1 (Driver) 
  Passengers: 3
  Access Points: Two side doors and rear hatch.
  Apocrypha: Vehicles
  10
  SampleVehicles
  
  MaCro-Hauler
  Many hive cities are honeycombed with vast and labyrinthine networks of roadways, overpasses, and transit tunnels known as 
  “arteria”. In these cities dispersal cargos and perishables are often carried by huge multi-wheeled or tracked vehicle transports 
  known as macro-haulers. Tens of metres tall and a hundred or more long, these vast conveyances are like warehouses on the 
  move and more than deserve their common nickname of “thunderers”. Some even act as mobile processing facilities while 
  others are said to never stop—their containers unloaded on the move. Some are further outfitted for hazardous duty and are 
  uncommonly powerful, heavily armoured and armed; they carry the most valuable cargos and are more than able to defend 
  themselves from the jack-crews that can infest the lawless regions of arteria networks.
  Type: Ground Vehicle
  Size: Massive
  Armour: Front 20, Hull 16, Top 14, Undercarriage 14
  Traits: none
  Narrative Speed: 35kmph/55kmph
  Combat Speed: 5/20/40/60/80
  Handling Modifier (Drive (Ground Vehicle)):–20
  Armaments: Militarised versions have mountings for up to 6 Heavy Weapons
  Crew: 1 (Driver), 0–6 (Gunner) 
  Passengers: 30
  Access Points: Up to 6 doors per side and rear and top hatch.
  Special: Ash Waster: Some Macro-Haulers, outfitted to operate in polluted wastelands or in hazardous environments have 
  sealed compartments with life-support or air filtrations systems and airlocks as standard.
  MaGos sky PlatForM
  An unusual vehicle to say the least, the sky platform is a round disk, perhaps six metres in diameter, held aloft by suspensor 
  fields and gravity flux generators, capable of flying at considerable speeds or hovering silently at their master’s whim. 
  Principally, these creations are the province of a forge world’s ruling class who use them for personal transports and to survey 
  their domains, but more rarely they are also encountered in the hands of the Explorators and the Magos Militant who use 
  them to awe others into subservience and to fulfil a tactical roll as highly mobile weapons platforms.
  Type: Civilian Craft
  Size: Average
  Armour: Hull 18
  Traits: Interface Controls, Open
  Narrative Speed: 10 kmph/55 kmph
  Combat Speed: 10/20/40/60/80
  Handling (Pilot (Civilian Craft)): +20 (Interface Controls)
  Armaments: None
  Crew: 1 (Pilot) 
  Passengers: 2
  Access Points: A sky platform is open-topped and can be boarded and disembarked from any point.
  enForcer “scaraB” Patrol cruiser
  Quad or hex-wheeled ground cars built for speed and power, enforcer patrol cruisers maintain order on the arteria, by the 
  barrel of a heavy stubber if need be. Heavy beasts with strong armour, sirens, loud hailers and weapon pods, patrol cruisers 
  double as auxiliary riot suppression units, and the version presented here is the most common in the sector. Produced by 
  Hax-Orthlack in Sibellus and Gunmetal City, it is found in service with enforcer units with local modifications across hive 
  and Imperial worlds across the sector. Malfi, the hive world with perhaps the largest, most extensive, complex and dangerous 
  arteria system in Calixis, also sees the use of the Scarab and dozens of other models by its enforcers and noble houses, the 
  most infamous of these is the “Jack-Ripper” which features a shovel-prow studded with chain blades.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 16, Hull 14, Top 12
  Traits: Twin Weapon Mount
  Narrative Speed: 50kmph/100kmph
  Combat Speed: 10/35/70/105/140
  Handling (Drive (Ground Vehicle)): 0
  Armaments: Twin Heavy Stubber or Grenade Launcher in remotely operated turret 
  Crew: 1 (Driver), 1 (Gunner) 
  Passengers: 4
  Access Points: Two side doors and top hatch.
  Apocrypha: Vehicles
  11
  
  io Pattern terMite
  Termites are enclosed vehicles designed to burn and burrow effortlessly through rock and soil. Equipped with full 
  life support systems and considerable range, termites vary in form and function from heavy-duty mining units to 
  exploration craft to military siege breakers, but thanks to the techno-arcana required to construct them, most remain 
  in the hands of the Mechanicus and their servants. The Io pattern featured here is a utilitarian multi-purpose model, 
  relatively small in size capable of conveying a dozen souls for long distances into the far deeps in relative comfort 
  and safety. 
  Although they can be found scattered across the Calixis Sector, the greatest concentration of termite craft lie in the endless 
  warrens and tunnels of the Mechanicus-dominated world of Pellucida IX.
  Type: Ground Vehicle
  Size: Massive
  Armour: Front 35, Hull 25
  Traits: All Terrain
  Narrative Speed: 10 kmph/30 kmph; 
  Combat Speed: 5/10/20/30/40
  Handling Modifier (Drive (Ground Vehicle)): –10
  Armaments: Boring Array (treat as three, quad fixed forward-firing meltas (unlimited ammo)) 
  Crew: 1 (Driver), 4 (Gunner) 
  Passengers: 40
  Access Points: Forward and rear hatches.
  conVerted ciVilian insurrection Vehicle
  Most insurrections against Imperial rule convert civilian vehicles to use in their heresy, normally to augment their limited 
  access to tanks and other military armaments. Most have little or no armour except for what can be hastily riveted to the 
  siding, and sizes can range from small passenger ground cars to agricultural tank-sized land crawlers to huge earthmovers 
  larger than many habs. The lack of a military design means that most weapons are simple affairs fired by dedicated gunners 
  or are just those carried by the passengers and fired through view ports or off the back. 
  The following profile is for a converted medium-utility vehicle.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 12, Hull 9 (improvised plating may add to this)
  Traits: Open or none
  Narrative Speed: 40kmph/60kmph
  Combat Speed: 10/20/40/60/80
  Handling Modifier (Drive (Ground Vehicles)): -10
  Armaments: None or Up to 2 heavy weapon mountings
  Crew: 1 (Driver) 
  Passengers: 10 (passengers must fire any mounted weapons)
  Access Points: Converted vehicles are often open-topped or have numerous hatches and doors so can be boarded or 
  disembarked from any point.
  coMBat Bike
  Common throughout the Imperium, these can range from adapted civilian models to heavily armed and armoured 
  vehicles purely designed for combat. Combat bikes often have integral weapon mountings facing forward (sometimes 
  in linked pairs), for the driver to use whilst operating the vehicle. Common weapons in this style include autoguns, 
  lasguns or boltguns.
  Type: Ground Vehicle
  Size: Average
  Armour: Hull 9
  Traits: Open, Twin Mounted Weapons, some will have All-Terrain 
  (decrease speed by 25%)
  Narrative Speed: 50 kmph/150 kmph
  Combat Speed: 15/50/100/150/200
  Handling Modifier (Drive (Ground Vehicle)): 0
  Armaments: Twin basic weapon mounts, fixed firing forward
  Crew: 1 (Driver) 
  Passengers: 1
  Access Points: A military bike is open-topped and can be boarded 
  and disembarked from any point.
  Apocrypha: Vehicles
  12
  Bike sidecar
  A 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 for the sidecar 
  passenger to fire, such as heavy bolters, plasma 
  cannons, and multi-meltas. Adding a sidecar to a 
  bike increases its passenger limit by 1 as well as 
  giving it a mounting for a heavy weapon (the extra 
  passenger then acts as the weapon’s gunner).
  
  outrider scout Vehicle
  These simple stripped-down tri or quad-wheelers are intended for use on frontier worlds and other areas of difficult terrain for 
  exploration, hunting and personal transport. Many also see use in PDF forces and with mercenary groups as a readily available 
  alternate to a true military vehicle. Lightly built but robust, they are agile and fast, and in combat service usually fitted with 
  medium weaponry such as a heavy stubber or rocket launcher. The most common type of these found in the Calixis Sector is 
  the “Outrider” believed to be based on an ancient STC design.
  Type: Ground Vehicle
  Size: Hulking
  Armour: Front 10, Hull 8
  Traits: All Terrain, Stripped Chassis, may also be Open
  Narrative Speed: 65 kmph/125 kmph
  Combat Speed: 15/45/90/135/180
  Armaments: May have one passenger-fired heavy weapon mounting
  Handling (Drive (Ground Vehicle)): +0
  Crew: 1 (Driver) 
  Passengers: 4
  Access Points: Two side doors and top hatch.
  Special: Robust: This mechanically simple vehicle is famously easy to repair with scavenged parts and the like, all repair 
  Tests made on a damaged Outrider have a +10 bonus.
  arMoured staFF or scout car
  Most senior staff officers maintain at least one vehicle for personal transportation. Depending on the officer’s command 
  style, they can be near tank-like in appearance or resemble an extravagant social carriage. All are reasonably well-protected 
  and most are amphibious, most normally contain at least one heavy stubber or other defensive weapon in case the front line 
  should change unexpectedly. 
  Type: Ground Vehicle
  Size: Hulking
  Armour: Hull 14 Top 10, Rear 10
  Traits: All-Terrain, Amphibious
  Narrative Speed:  50 kmph/140 kmph
  Combat Speed: 10/50/100/150/200
  Handling Modifier (Drive (Ground Vehicle): 0
  Armaments: May have one heavy weapon mounting
  Crew: 1 (Driver), 1 (Gunner) 
  Passengers: 3-4
  Access Points: Two doors each side.
  Apocrypha: Vehicles
  13
  
  sentinel recon Walker
  Walker-style vehicles are often seen throughout the Imperium as they offer movement in almost any type of terrain. The 
  Sentinel is the most common military version, a one-man vehicle using an open cockpit that can be upgraded to higher 
  armour levels or even totally sealed. It can be fitted with a variety of heavy weapons (most notably a multi-laser) and can be 
  used for scouting, sentry duty, advance recon and a host of other roles. When refitted with hydraulic claws, it can even be 
  fielded as a utility logistical carrier to lift and load munitions, pallets and other bulky or heavy items.
  Weapons that can be mounted: Heavy flamer, autocannon, multi-laser, las-cannon, missile launcher, heavy stubber, heavy webber.
  Type: Walker
  Size: Hulking
  Armour: Front 16, Hull 14 Rear 12
  Traits: All Terrain, Open
  Narrative Speed: 25 kmph/40 kmph
  Combat Speed: 5/14/28/42/56
  Handling Modifier (Drive (Walker)): 0
  Armaments: One heavy weapon mounting, alternately they may be equipped with hydraulic claws (Strength 50; Unnatural 
  Strength x2; Base Damage 1d10+10 I Primitive; Use operator’s Drive Skill rather than WS)
  Crew: 1 (Driver) 
  Passengers: 0
  Access Points: Sentinels are open-topped so can be boarded or disembarked from 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 with 
  a crew of three. It is durable with a heavily armoured prow, and well-armed with a turret-mounted multi-laser and a hull 
  mounted heavy bolter as standard. Six lasguns are attached to the sides to be fired by transported troopers remotely (so 
  they do not need to expose themselves when firing). A top hatch can be opened to afford more weapons fire, with the 
  main rear hatch being used for egress and entry. The hull is air and watertight, making the Chimera both amphibious 
  and survivable in a toxic environment.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 27, Hull 18, Rear 16
  Traits: Amphibious
  Narrative Speed: 35 kmph/55 kmph
  Combat Speed: 5/20/40/60/80
  Handling Modifier (Drive (Ground Vehicles)): 0
  Armaments: Forward hull heavy weapon mounting, turret heavy weapon mounting, six (three each side) side hull basic 
  weapon mountings.
  Crew: 1 (Driver), 2 (Gunner) 
  Passengers: 12
  Access Points: Top and rear hatches
  Apocrypha: Vehicles
  14
  
  rhino arMoured Personnel carrier 
  Perhaps the most durable and widely adapted vehicle in the Imperium, the Rhino is commonly used by the Adepta Sororitas 
  and Adeptus Arbites. Standard transport capability is ten armoured individuals, but this can be increased depending on the 
  personnel and their equipment. Rhinos have two side hatches, as well as a wide rear door and upper hatch, making for easy 
  combat egress. The crew consists of a driver-tank commander and a powerful machine spirit to aid and, if necessary, take over 
  driving and gunnery actions should the driver and occupants become incapacitated. Rhinos are lightly armed with only a 
  pintle-mounted storm bolter, but variants can sacrifice some or all transport capability to mount heavier weapons.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Hull 21, Top 18, Rear 18
  Traits: none
  Narrative Speed: 35 kmph/70 kmph
  Combat Speed: 10/25/50/75/100
  Handling Modifier (Drive (Ground Vehicle): 0
  Armaments: Storm Bolter
  Crew: 1 (Driver) 
  Passengers: 10
  Access Points: A hatch on each side of the hull, several on the roof and one ramp at the rear.
  Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair 
  a Rhino have a have a +10 bonus.
  ornithroPter
  These are a unique class of aircraft, using regular engines plus large articulated wings to mimic avian flight. Often graceful 
  and manoeuvrable beyond normal craft, they require more specialised training as they are prone to mishap in the hands of an 
  inexperienced Pilot. Piloting such a vehicle is a sure sign of expert skills and an appreciation for style above the more brutish 
  fashions displayed among other Imperial vehicles.
  Type: Civilian Craft
  Size: Hulking
  Armour: Hull 12, Wings 9
  Traits: none
  Narrative Speed: 50 kmph/70 kmph
  Combat Speed: -/25/50/75/100
  Handling Modifier (Pilot (Civilian Craft): -20
  Armaments: None
  Crew: 1 (Pilot) 
  Passengers: 1
  Access Points: Ornithropters are open-topped so can be boarded or disembarked from any point.
  Apocrypha: Vehicles
  15
  
  carGo lander
  Cargo landers are the workhorses of the atmosphere to void cargo and passenger transfer, being ubiquitous across the 
  Imperium. Each cargo lander will vary according to its place of manufacture, but almost all are brutal, ugly lumps of heat-
  scarred metal with large open cargo bays hidden within.
  Type: Civilian Craft
  Size: Massive
  Armour: Hull 18
  Traits: Anti Grav, Void Capable
  Narrative Speed: 300 kmph/900 kmph (Void)
  Combat Speed: 50/300/600/900/1200
  Handling Modifier (Pilot (Civilian Craft)): -10
  Armaments: None
  Crew: 2 (Pilot and co-pilot) 
  Passengers: 30
  Access Points: Rear boarding ramp, crew access hatch/airlock.
  aquila lander
  This vessel is commonly used by the Imperial Navy to carry dignitaries, officials and other high-ranking individuals 
  to and from planetside to other orbiting vessels. The vehicle name comes from the distinctive “Aquila” symbol of 
  the Imperium embossed into its hull and wings. It has no interplanetary capability, but is an excellent light shuttle 
  designed with style and comfort in mind for the official and his retinue, easily carrying seven plus the single pilot 
  crew. While not a combat vehicle, it has light armour protection and a nose-mounted autocannon. It is also very 
  manoeuvrable, with limited hovering capability for quick landing and dust-off if needed as well. 
  Type: Military Craft
  Size: Massive
  Armour: Hull 22, Wings 18
  Traits: Anti Grav, Void Capable
  Narrative Speed: 500 kmph/3000 kmph (Void)
  Combat Speed: 50/700/1400/2100/2800
  Handling Modifier (Pilot (Military Craft)): 0
  Armaments: Nose mounted long-barrelled autocannon (base range 300m)
  Crew: 1 (Pilot), 1 (Gunner) 
  Passengers: 20
  Access Points: Side and top hatches/airlocks as well as rear boarding ramp.
  arVus liGhter
  When a standard transport is needed for more common passengers and cargo, the Arvus is often called upon. Unlike 
  the Aquila, it has no weapons or even stylistic symbols. Instead it is an unglamorous workhorse, known for its 
  dependability and rugged nature. Squat and boxlike with ungainly paddle-shaped wings protruding from each side-
  mounted engine, each can hold twelve passengers or several tons of supplies. While not designed for action in hostile 
  settings, each has enough armour and survivability it can serve as an assault boat or for emergency troop extractions. 
  Though lacking many of the advanced features of most Imperial vessels, the Arvus is a true workhorse of the Navy 
  and a common sight in every Imperial spaceport and station.
  Type: Military Craft
  Size: Enormous
  Armour: Hull 18, Rear 16
  Traits: Anti Grav, Void Capable
  Narrative Speed: 350 kmph/2200 kmph
  Combat Speed: 50/750/1500/2250/3000
  Handling Modifier (Pilot (Military Craft)): 0
  Armaments: None
  Crew: 1 (Pilot) 
  Passengers: 12
  Access Points: Side and top hatches as well as rear boarding ramp.
  Apocrypha: Vehicles
  16
  
  Guncutter
  Guncutters are custom-designed heavily armed shuttles and landers, often favoured by Rogue Traders, explorers, and less savoury 
  elements. They are also serious firepower mounts, designed for 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 intimidating 
  appearance, and are often useful for dangerous negotiations and smuggling operations. Most can only carry a small crew and a 
  limited number of passengers or hive value cargo, sacrificing capacity for speed, armament and protection.
  Type: Military Craft
  Size: Massive
  Armour: Front 30, Hull 25
  Traits: Anti-Grav, Void Capable, some will have Interface Controls
  Narrative Speed: 500 kmph/2500 kmph
  Combat Speed: 50/850/1700/2550/3400
  Handling Modifier (Pilot (Military Craft): 0
  Armaments: Multiple heavy mounts (e.g. Prow mounted quad las-cannon, wing mounted missile launchers armed with krak 
  and frag missiles etc.)
  Crew: 1 (Pilot), 1 (Gunner/Co-pilot) 
  Passengers: 12
  Access Points: Two forward hatches to cockpit and rear cargo/boarding hatch
  Apocrypha: Vehicles
  17
  
  mounts
  p
  erhaps the most basic form of “vehicle,” the use of 
  riding animals of one sort or another is commonplace 
  on worlds without the technological capacity to 
  produce or maintain their own mechanised transport. 
  Creatures capable of bearing riders are often purpose bred, 
  large and strong enough to travel considerable distances. 
  However, unless the mount is trained to fight in combat, they 
  can be more of a liability than a boon in a fight.
  riDing beasTs
  Mounts can carry one or more riders, depending on how much 
  weight they can bear. While riding a steed, you substitute your 
  mount’s Movement rates for your own. A mount can carry a rider 
  for up to 8 hours plus a number of hours equal to its Toughness 
  Bonus before it must Test Toughness to avoid becoming 
  Fatigued. If a Fatigued mount fails a second Toughness Test, 
  it collapses with exhaustion. At the GMs discretion, such cruel 
  treatment may also carry a risk of injuring the mount.
  riDing beasTs in 
  coMbaT
  Riding a beast in to battle can provide distinct advantages 
  over opponents that lack mounts. However, unless the mount 
  has been trained to ignore the smell of blood, the clash of 
  weapons and the sounds of gunfire, controlling a steed can 
  take up all of the rider’s time.
  untrained Mounts
  On the first Turn of combat, you must succeed on a Difficult 
  (–10) Wrangling Test as a Full Action to control a mount 
  untrained in combat. If you fail, the mount flees away 
  from the combat at top speed on your Turn. Each Round 
  thereafter, you can Test using the Wrangling skill again, at 
  the same Difficulty, to regain control. If you succeed on the 
  Test, the mount comes back under your control for a number 
  of Rounds equal to your Fellowship Bonus plus 1 Round 
  for each degree of success. At the end of this time, you must 
  Test again to keep the animal under control. However, if at 
  any time a projectile or energy weapon is fired within 10 
  metres of the mount or if your mount is injured, you must 
  spend another Full Action to retain control. Finally, you 
  gain none of the benefits of fighting while mounted and 
  you take a –20 penalty to all Dodge Tests.
  trained Mount
  While fighting from the back of the trained steed, you gain 
  several benefits. The following rules apply when you are 
  fighting while mounted on a steed trained for war:
  Gain a +10 bonus on Weapon Skill Tests.
  You take a –20 penalty on Dodge Tests.
  Use your mount’s movement in place of 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, refer to Table 1–6: Mounted Hit Locations.
  slain Mounts
  If your mount is slain, you’re in trouble. Make a Difficult 
  (–10) Wrangling Test. If you succeed, you leap or roll away 
  from the collapsed steed, unharmed and on your feet. If 
  you fail this Test, the GM secretly rolls d100 and consults 
  Table 1–7: Slain Mounts. Others may assist the trapped 
  characters using the normal rules for Assistance.
  Apocrypha: Vehicles
  18
  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 mount’s 
  Full Move or a number of metres equal to your vehicle’s 
  Speed. Opponents may spend a Reaction to either get out of 
  your path, moving a number of metres equal to one-half of 
  their Half Move rate, or make a free attack against you (either 
  you or your steed, or your vehicle). If the opponent cannot 
  avoid your trample or chooses to attack you, make a Drive, 
  Pilot or Wrangling Test (Drive for vehicles, Pilot for aircraft 
  and Wrangling for ridden animals). If you succeed in this 
  Test you deal Damage equal to your steed’s Natural Attack 
  or your vehicle’s Ram Attack.
  When using this Action with a steed, the creature must 
  be a Trained Mount.
  Table 1–6: Mounted Hit Locations
   
  Roll 
  Location
   
  01 
  Rider-Head
   
  02–03 
  Rider-Right Arm
   
  04–05 
  Rider-Left Arm
   
  06–15 
  Rider-Body
   
  16–20 
  Rider-Right Leg
   
  21–25 
  Rider-Left Leg
   
  26–30 
  Steed-Head
   
  31–60 
  Steed-Body
   
  61–70 
  Steed-Right Front Leg
   
  71–80 
  Steed-Left Front Leg
   
  81–90 
  Steed-Right Rear Leg
   
  91–100 
  Steed-Left Rear Leg
  Mounts
  P
  Riding Beasts in 
  Combat
  Riding Beasts
  
  Types of riDing beasTs
  ridinG horse
  The standard riding beast of the Imperium, the horse has 
  seeded far and wide across the galaxy, imported by colonists 
  in need of an adaptable, docile and hardy beast of burden.
  Movement: 6/12/18/36 
  Wounds: 15
  Skills: Awareness (Per).
  Traits: Bestial, Hulking, Quadruped, Sturdy.
  Weapons: Hoof/Trample (1d10+1 I; Primitive).
  scraG-Bear
  Scrag-bears are omnivorous demi-ursids, with long, lank 
  and ragged fur, shovel-like fore claws and a continuously 
  slavering snout. An example of one of the many vicious 
  animals that have been semi-domesticated by humanity, 
  the so-called Scrag-Bear, is a native to the brutal feral 
  world of Endrite but since has been successfully bred 
  elsewhere. It is a foul tempered and notoriously short-
  sighted but phenomenally strong and durable beast. 
  Difficult to train and temperamental scrag-bears must 
  be reared from birth to be used as mounts, but can be 
  extremely loyal to their masters who they recognise by 
  scent 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).
  Apocrypha: Vehicles
  19
  Table 1–7: Slain Mounts
   Roll 
  Result
   01–20 
  Narrow Escape: You manage to roll out from underneath your steed just in time. You must take the stand 
  Action to regain your feet.
   21–50 
  Thrown: In your steed’s death throws, it flings you 1d5 yards away in a random direction. Take 1d10+1 
  Damage to a random Location when you land.
   51–90 
  Partially Trapped: One of your legs becomes trapped by your steed, dealing 1d10 plus the steed’s SB 
  Damage. Each Round, on your Turn, you may spend a Full Action to Test Strength to pull yourself free. While 
  trapped, you lose all Reactions.
   91–00 
  Completely Trapped: Your mount falls completely on top of you, crushing you beneath its bulk. You take 
  1d10 plus the steed’s SB Damage to your Body. Each Round on your Turn, you may spend a Full Action to 
  attempt a Hard (–20) Strength Test to pull yourself free. If you fail, you take an additional 1d10+2 Damage 
  each Round that you remain trapped. While trapped, you have cover, but you cannot spend Reactions. Consider 
  what sort of character, you’ll play next.
  riding horse profile
   Ws bs 
  s 
  T 
  ag int per Wp fel
  25 — 50 40 30 13 33 10 — 
  scrag-bear profile
   Ws bs 
  s 
  T 
  ag int per Wp fel
  33 — 45 50 25 15 18 30 — 
  8
  Types of Riding Beasts
  
  Credits
  CREDITS
  Written & designed by
  Rob Schwalb, 
  with additional material by 
  Alan Bligh, John French and Mike Mason 
  graphic design
  Mark Raynor 
  Black industries manager
  Mike Mason
  interior art & graphics
  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 of BL Publishing 
  BL Publishing
  Games Workshop Ltd,
  Willow Road
  Nottingham
  NG7 2WS
  UK
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, 
  photocopying, recording or otherwise, without the prior permission of the copyright owners. This PDF is free for 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 for themselves. BL Publishing cannot accept any liability for 
  any damage caused by the use or mis-use of this file. 
  Any download is strictly at the risk of 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 from 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.
  For details of the whole dark HereSy range, visit us online at
  www.blackindustries.com
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