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Vehicle Upgrades

RAW ✔️ Book of the Outlands, p65; The Book of Desolation, p134

Body Upgrades

ItemPriceRarity
Ablative armour15 creditsRare (7)
Chrono-cradle65 creditsIllegal (8)
Crash cage15 creditsCommon
Electrified hull30 creditsIllegal (7)
Electrostatic projector20 creditsRare (7)
Escape hatches10 creditsCommon
Explosive ram25 creditsRare (9)
Extra armour25 creditsCommon
Ram15 creditsCommon
Reinforced armour20 creditsRare (9)
Rockgrinder ram40 creditsRare (9)
Speed fins10 creditsRare (8)
Transport bed15 creditsCommon
Transport cage
- small20 creditsCommon
- large50 creditsRare (7)
- Fire point+15 credits per Fire PointCommon
Turtle back10 creditsRare (8)
Weapon hardpoint40 creditsRare (8)
Weapons stash20 creditsRare (7)

Drive Upgrades

ItemPriceRarity
All-wheel steering10 creditsCommon
Antigrav generators50 creditsRare (10), Rare (8) for Van Saar
Emergency brake10 creditsCommon
Pneumatic radials30 creditsRare (8)
Powered steering30 creditsRare (8)
Redundant drive system15 creditsRare (7)
Tyre claws10 creditsCommon

Engine Upgrades

ItemPriceRarity
Archeotech automantic reactor40 creditsRare (10)
Easy turnover5 creditsCommon
Engine shell15 creditsRare (9)
Gas promethium engine25 creditsRare (10)
Glys injector20 creditsRare (8)
Nitro burner15 creditsCommon
Plasma coil engine25 creditsRare (9)
Smoke vents25 creditsCommon

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.