Vehicle Upgrades
RAW ✔️ Book of the Outlands, p65; The Book of Desolation, p134
Body Upgrades
| Item | Price | Rarity |
|---|---|---|
| Ablative armour | 15 credits | Rare (7) |
| Chrono-cradle | 65 credits | Illegal (8) |
| Crash cage | 15 credits | Common |
| Electrified hull | 30 credits | Illegal (7) |
| Electrostatic projector | 20 credits | Rare (7) |
| Escape hatches | 10 credits | Common |
| Explosive ram | 25 credits | Rare (9) |
| Extra armour | 25 credits | Common |
| Ram | 15 credits | Common |
| Reinforced armour | 20 credits | Rare (9) |
| Rockgrinder ram | 40 credits | Rare (9) |
| Speed fins | 10 credits | Rare (8) |
| Transport bed | 15 credits | Common |
| Transport cage | ||
| - small | 20 credits | Common |
| - large | 50 credits | Rare (7) |
| - Fire point | +15 credits per Fire Point | Common |
| Turtle back | 10 credits | Rare (8) |
| Weapon hardpoint | 40 credits | Rare (8) |
| Weapons stash | 20 credits | Rare (7) |
Drive Upgrades
| Item | Price | Rarity |
|---|---|---|
| All-wheel steering | 10 credits | Common |
| Antigrav generators | 50 credits | Rare (10), Rare (8) for Van Saar |
| Emergency brake | 10 credits | Common |
| Pneumatic radials | 30 credits | Rare (8) |
| Powered steering | 30 credits | Rare (8) |
| Redundant drive system | 15 credits | Rare (7) |
| Tyre claws | 10 credits | Common |
Engine Upgrades
| Item | Price | Rarity |
|---|---|---|
| Archeotech automantic reactor | 40 credits | Rare (10) |
| Easy turnover | 5 credits | Common |
| Engine shell | 15 credits | Rare (9) |
| Gas promethium engine | 25 credits | Rare (10) |
| Glys injector | 20 credits | Rare (8) |
| Nitro burner | 15 credits | Common |
| Plasma coil engine | 25 credits | Rare (9) |
| Smoke vents | 25 credits | Common |
Body Upgrades
Ablative Armour
RAW ✔️ Book of the Outlands, p66
15 Credits – Rare (7)
A vehicle fitted with ablative armour treats the first non-Glancing Hit it suffers to the Body location in each battle as a Glancing Hit.
Chrono-cradle
RAW ✔️ The Book of Desolation, p134
65 Credits – Illegal (8)
This Wargear allows a vehicle to have a Chrono-crystal mounted upon the vehicle.
Crash Cage
RAW ✔️ Book of the Outlands, p66
15 Credits - Common
A vehicle fitted with a crash cage treats the first nonGlancing Hit it suffers to the Crew location in each battle as a Glancing Hit.
Electrified Hull
RAW ✔️ The Book of Desolation, p134
30 Credits – Illegal (7)
The outer hull of this vehicle has been crudely connected to the vehicle's power source. Any fighter that moves on the vehicle's hull (not on a transport bed) suffers a S3, AP-, D1 hit as if from a weapon with the Shock trait – note that this hit will not pin the fighter.
Electrostatic Projector
RAW ✔️ The Book of Desolation, p134
20 Credits – Rare (7)
A vehicle equipped with an electrostatic projector may perform the Suppress Malstrain (Basic) action:
Suppress Malstrain (Basic): This vehicle sends out a wave of audio and electromagnetic radiation that confuses the senses of any nearby Malstrain. For the remainder of this round, whenever Roaming Horrors within 18" of this vehicle activate, they may only perform one action.
Escape Hatches
RAW ✔️ Book of the Outlands, p66
10 Credits - Common
When rolling on the Lasting Injury table for the crew of a vehicle fitted with escape hatches, the result may be re-rolled. The second result must be kept even if it is worse than the first.
Explosive Ram
RAW ✔️ Book of the Outlands, p66
25 Credits – Rare (9)
The first head-on collision this vehicle is involved in, the other object also suffers a S5, AP -2, D2 hit in addition to any other effects.
Extra Armour
RAW ✔️ Book of the Outlands, p66
25 Credits
A vehicle fitted with extra armour increases its Toughness characteristic by 1 in all locations.
Fire Points
RAW ✔️ The Aranthian Succession – Vaults of Temenos, p108
+15 Credits per Fire Point
All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots.
Fire Point: When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round.
All Fire Points are also subject to the Unstable Platform rule.
Unstable Platform: Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points.
Ram
RAW ✔️ Book of the Outlands, p67
15 Credits
A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its Front arc.
Reinforced Armour
RAW ✔️ Book of the Outlands, p67
20 Credits – Rare (9)
A vehicle fitted with reinforced armour increases its starting HP by 1.
Rockgrinder Ram
RAW ✔️ Book of the Outlands, p67
40 Credits – Rare (9)
A vehicle fitted with a rockgrinder ram adds 2 to the Strength, AP and Damage of any vehicle impacts involving its Front arc.
Speed Fins
RAW ✔️ Book of the Outlands, p67
10 Credits – Rare (8)
If a model equipped with speed fins does not make any turns during its activation, it may increase its Movement characteristic by 1". This Upgrade cannot be taken by a Walker.
Transport Bed
RAW ✔️ Book of the Outlands, p67
15 Credits
A defined area (which must be clear on the model) of a vehicle fitted with a transport bed. This means that fighters on that area do not have to check to see if they fall off when the vehicle moves. This Upgrade cannot be taken by a Walker. The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle.
Transport Cage
RAW ✔️ Book of the Outlands, p68
Small: 20 Credits
Large: 50 Credits – Rare (7)
A transport cage is an enclosed cab on a vehicle designed to carry fighters. They may take many different shapes and sizes but the purpose is always to safely transport fighters across the dangerous ash wastes. All transport cages must have at least one clearly visible access point.
The number of fighters able to fit in a transport cage is determined by its size:
- small ones can hold three fighters,
- large ones six fighters.
This is the maximum number of fighters that can be embarked upon the vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle with a transport cage as long as the vehicle is already deployed upon the battlefield; fighters cannot start embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition and Brutes cannot enter a transport cage.
While embarked in a transport cage, a fighter is treated as if they are not on the battlefield, so cannot be the target of any attacks or use any abilities. If any fighters are embarked on a vehicle when it is Wrecked, they must be placed Prone within 1" of the vehicle's final position and then suffer a S4, AP -, D1 hit. Any fighter that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table for them.
All friendly fighters can perform the Embark (Basic) and Disembark (Basic) actions:
Embark (Basic): If this fighter is within 1" of a transport cage's access point, remove them from the battlefield. They are now embarked in the transport cage.
Disembark (Basic): If this fighter is embarked in a transport cage, place them within 1" of the transport cage's access point and at least 1" away from any enemy fighters. This may mean that fighters cannot disembark from a transport cage.
Turtle Back
RAW ✔️ Book of the Outlands, p68
10 Credits – Rare (8)
A vehicle with a turtle back does not automatically become Wrecked if it rolls due to failing a Loss of Control test. Instead it loses two Hull points and auto rights itself after resolving the roll.
Weapon Hardpoint
RAW ✔️ Book of the Outlands, p68
40 Credits – Rare (8)
A vehicle fitted with this Upgrade adds one Weapon Hardpoint. This Upgrade can be taken multiple times.
Weapons Stash
RAW ✔️ Book of the Outlands, p68
20 Credits – Rare (7)
This vehicle counts as an Ammo Cache
Drive Upgrades
All-Wheel Steering
RAW ✔️ Book of the Outlands, p66
10 Credits - Common
A vehicle fitted with all-wheel steering increases its Handling characteristic by 1. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule.
Antigrav Generators
RAW ✔️ Book of the Outlands, p66
50 Credits – Rare (10) / Rare (8) for Van Saar
A vehicle fitted with this antigrav generators gains the Skimmer special rule, replacing whatever its current Locomotion special rule is.
Emergency Brake
RAW ✔️ Book of the Outlands, p66
10 Credits - Common
Whenever this vehicle moves due to a failed Loss of Control test, halve the distance travelled. This Upgrade cannot be taken by a Walker.
Pneumatic Radials
RAW ✔️ Book of the Outlands, p67
30 Credits – Rare (8)
A vehicle fitted with pneumatic radials does not suffer any penalty to its movement for traversing difficult terrain. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule.
Powered Steering
RAW ✔️ Book of the Outlands, p67
30 Credits – Rare (8)
When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule.
Redundant Drive System
RAW ✔️ Book of the Outlands, p67
15 Credits – Rare (7)
A vehicle fitted with a redundant drive system treats the first non-Glancing Hit it suffers to the Drive location in each battle as a Glancing Hit. This Upgrade cannot be taken by a Walker.
Tyre Claws
RAW ✔️ Book of the Outlands, p67
10 Credits - Common
A vehicle fitted with tyre claws increases its Handling characteristic by 1. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule.
Engine Upgrades
Archaeotech Automantic Reactor
RAW ✔️ Book of the Outlands, p66
40 Credits – Rare (10)
A vehicle fitted with an archaeotech automantic reactor increases its Movement characteristic by 2". When the vehicle is Wrecked, the reactor explodes; all models within 3" suffer a S5, AP -1, D1 hit, and the vehicle is then removed.
Easy Turnover
RAW ✔️ Book of the Outlands, p66
5 Credits - Common
A vehicle fitted with an easy turnover applies a +1 modifier to any checks to restart its engine.
Engine Shell
RAW ✔️ Book of the Outlands, p66
15 Credits – Rare (9)
A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit.
Gas Promethium Engine
RAW ✔️ Book of the Outlands, p66
25 Credits – Rare (10)
Each time this vehicle moves, any models within 1" of the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames belching out of the exhausts.
Glys Injector
RAW ✔️ Book of the Outlands, p66
20 Credits – Rare (8)
Once per battle, when it is activated, a vehicle fitted with a glys injector can increase its Movement characteristic by 4" for the duration of its activation.
Nitro Burner
RAW ✔️ Book of the Outlands, p66
15 Credits
A vehicle fitted with a nitro burner increases its Movement characteristic by 1".
Plasma Coil Engine
RAW ✔️ Book of the Outlands, p66
25 Credits – Rare (9)
When this vehicle is activated, its Movement characteristic can be increased by 2"; however, if it is, then after the activation is finished roll a D6. On a result of a 1, the engine overheats and the vehicle loses 1 HP.
Smoke Vents
RAW ✔️ Book of the Outlands, p67
25 Credits - Common
This vehicle is constantly shrouded by clouds of smoke; all ranged attacks targeting it suffer a -1 penalty to hit. This effect is ignored by anything that ignores the Smoke weapon trait.