Vehicle Actions
Source: Necromunda Core Rulebook (2023)
The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation.
Mobile Vehicles
Mobile vehicles can perform a wide range of actions.
Move (Simple)
The vehicle may do all of the following:
- Move in a straight line directly forwards a distance up to its Movement characteristic.
- Make a single pivot around its centre of up to 90° at any point before, during or after its move.
- Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap, they will fall).
- Cross certain terrain features – see Vehicles and Difficult Terrain.
Manoeuvre (Simple)
The vehicle may do all of the following:
- Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic.
- Make any number of pivots around its centre at any point before, during or after its move.
- Cross certain terrain features – see Vehicles and Difficult Terrain.
Move & Shoot (Basic)
The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Operated trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation.
Fire All (Basic)
The vehicle may make one ranged attack with each weapon that has the Crew Operated trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation.
Reload (Simple)
Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed.
Aim (Basic)
If the vehicle makes a subsequent Fire All (Basic) action this activation, apply a +1 modifier to any Hit rolls they make.
Drift (Basic)
The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a Loss of Control test applying a +1 modifier.
Ram (Double)
The vehicle moves as if making a Move (Simple) action, adding D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends.
Spin (Basic)
The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a Loss of Control test.
Full Throttle (Double)
The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a Loss of Control test with a -1 modifier.
Stationary Vehicles
Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked.
Stationary & Stalled Vehicles
Vehicles that are Stationary and Stalled are able to perform any of the following actions:
Jump Start (Simple)
The driver frantically tries to restart their vehicle. Make a Handling test for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining:
- If the Handling test is passed, the vehicle immediately restarts, changing its status to Mobile.
- If the Handling test is failed, the vehicle refuses to restart and it remains Stationary and Stalled.
Turn-over (Basic)
Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle.
Free Wheel (Basic)
The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6:
- On a 1-3, the vehicle moves forwards.
- On a 4-6, the vehicle moves backwards.
If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically and collision damage is worked out as normal.
Fire All (Basic)
(See previous Fire All entry).
Stationary & Wrecked Vehicles
Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been thrown clear, and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions.
Broken Vehicles
Vehicles can be subject to the Broken Condition. A Broken vehicle is one that has lost its nerve; its crew wants nothing more than to get to a safe place where they can regain their composure.
When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends.
Break for Air (Double)
Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make.
When a Broken vehicle moves, it must attempt to end its move, in order of priority:
- So that it is more than 3" away from enemy models.
- So that it is out of line of sight of enemy models.
- In partial or full cover.
- As far away from any enemy models as possible.
Burn Out (Double)
Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait.
In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.