TEXT: L i b e r  r e s o u r c e s  i m p e r i a L i s 
  a p o c r y p h y
  -  v e h i c L e s  o f  t h e  i m p e r i u m  -
  
  Credits and Special Thanks
  Disclaimer 
  T
  credits and speciaL thanks
  Games Workshop, Black Industies and Fantasy Flight Games
  for making the Warhammer hobby possible.
  Written by Rob Schwalb and DarthBane
  with additional material or contributions by:
  Alan Bligh, John French, Mike Mason, Mark Raynor, 
  Mike Mason, Alex Boyd, Paul Dainton, David Gallagher,
  Karl Kopinski, Richard Wright and John Wigley and many more...
  Re-designed and layout by:
  Mauvia
  discLaimer 
  t
  his document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy 
  Flight Games. 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.
  
  A p o c r y p hy
  a p o c r y p h y
  -  v e h i c L e s  o f  t h e  i m p e r i u m  -
  Liber Resources Imperialis
  Liber resources imperiaLis 
  
  4
  Apocryphy: Vehicles
  
  Apocryphy: 
  Vehicles
  •
  sAmple
  Vehicles
  •
  spAce mArine
  Vehicles
  
  Apocryphy: Vehicles
  6
  Hover Vehicles
  H
  Walkers
  S
  Ground Vehicles
  G
  O
  Vehicle Types
  I
  Vehicles
  +++
  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
  o
  utside 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
  G
  round 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
  s
  emi-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
  h
  over 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 he wealthy elite or Adeptus Mechanicus. 
  Controlling a hover vehicle effectively requires the 
  Drive (Hover Vehicle) skill.
  
  Apocryphy: Vehicles
  7
  Military Flying Craft
  Vehicle Characteristics
  A
  M
  Civilian Flying Craft
  C
  civiLian fLyinG craft
  c
  ivilian 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
  m
  ilitary 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
  a
  ll 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, 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 hese 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, 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. 
  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.
  
  Apocryphy: Vehicles
  8
  Movement in 
  Narrative Time
  Difficult Terrain
  Vehicle Combat
  The Basics
  W
  V
  I
  W
  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.  
  movement in 
  narrative time
  W
  hile 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
  W
  hen 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
  i
  n 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
  v
  ehicular 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. 
  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.
  
  Apocryphy: Vehicles
  9
  Manoeuvres
  Movement in Combat
  H
  W
  movement in combat
  W
  hen 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 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.
     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.
  manoeuvres
  h
  andling 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.
  
  Apocryphy: Vehicles
  10
  Aircraft Combat
  Collisions
  T
  A
  W
  Vehicle
  Actions
  coLLisions
  W
  hether 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
  a
  ircraft 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.
    
  +++
  Vehicle
  Actions
  +++
  t
  he 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 
  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.
  
  Apocryphy: Vehicles
  11
  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
  Bootlegg er 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 
  
  Apocryphy: Vehicles
  12
  
  Apocryphy: Vehicles
  13
  Other Considerations
  I
  A
  Attacking 
  Vehicles
  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. 
  +++ 
  AttAcking 
  Vehicles
  +++
  a
  ttackers 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. 
  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
  i
  n addition to the standard concerns about 
  vehicular combat, there are a few other circum-
  stances 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.
  
  Apocryphy: Vehicles
  14
  Cart
  C
  Sample 
  Vehicles
  Vehicle
  Traits
  +++ 
  Vehicle
  trAits
  +++
  Twin, Triple and Quad Mounted Weapons
  Some vehicles may have a number of weapons linked 
  to firetogether. 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.
   +++ 
  sAmple 
  Vehicles
  +++
  The following vehicles represent the most common 
  sorts found in the 41st Millennium.
  cart
  c
  arts 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
  
  Apocryphy: Vehicles
  15
  Magos Sky Platform
  Enforcer “Scarab” 
  Patrol Cruiser
  Macro-Hauler
  Speeder Carriage
  Q
  M
  A
  O
  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.
  speeder carriaGe
  o
  nly 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.
  macro-hauLer
  m
  any 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
  a
  n 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
  Q
  uad 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 
  
  Apocryphy: Vehicles
  16
  Combat Bike
  Converted Civilian 
  Insurrection Vehicle
  Io Pattern Termite
  C
  M
  T
  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.
  io pattern termite
  t
  ermites 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
  m
  ost 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
  c
  ommon 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.
  
  Apocryphy: Vehicles
  17
  Outrider Scout Vehicle
  Sentinel Recon Walker
  T
  W
  sentineL recon WaLker
  W
  alker-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.
  outrider scout vehicLe
  t
  hese 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
  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).
  
  Apocryphy: Vehicles
  18
  Armoured Staff or 
  Scout Car
  M
  Chimera Armoured 
  Personnel Carrier
  T
  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.
  chimera armoured 
  personneL carrier
  t
  he 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 
  armoured staff or 
  scout car
  m
  ost senior staff officers maintain at least 
  one vehicle for personal transportation. 
  Depending on the officer’s commandstyle, 
  they can be near tank-like in appearance or resemble 
  an extravagant social carriage. All are reasonably 
  well-protectedand 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.
  
  Apocryphy: Vehicles
  19
  W
  Arvus Lighter
  Aquila Lander
  T
  aQuiLa Lander
  t
  his 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
  W
  hen 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 
  sidemounted 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.
  
  Apocryphy: Vehicles
  20
  Guncutter
  G
  Ornithropter
  T
  Cargo Lander
  C
  carGo Lander
  c
  argo 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 
  heatscarred 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.
  ornithropter
  t
  hese 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.
  Guncutter
  G
  uncutters 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
  
  Apocryphy: Vehicles
  21
  Leman Russ 
  Exterminator
  T
  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
  Leman russ 
  exterminator
  t
  he Leman Russ Exterminator battle tank is a 
  variant of the Leman Russ used by the Imperial 
  Guard. Commonly used by the Space Wolves 
  Chapter of the Space Marines, it is mainly an infantry 
  hunter battle tank.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Hull 30, Front 40, Rear 20
  Traits: –
  Narrative Speed: 25 kph/40 kph
  Combat Speed: 5/15/30/40/60
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: 
  Turret-mounted 
  Twin-Linked 
  Autocannons, plus hull-mounted Lascannon or 
  Heavy Bolter
  Crew: 4 (Commander, Gunner, Loader, Driver), plus 
  optionally 2 sponson Gunners Passengers: 0
  Access Points: Turret hatch
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 15/30 kph narrative and 
  5/10/20/30/40 combat and imposes a -10 penalty to 
  the handling check), Extra Armour (+5 armour to all 
  locations), 2 side sponsons with Heavy Bolters.
  
  Apocryphy: Vehicles
  22
  
  spAce mArine 
  Vehicles
  
  Apocryphy: Vehicles
  24
  Space Marine 
  Vehicles
  +++ 
  spAce mArine 
  Vehicles
  +++
  There are times when even the massive firepower of 
  a Devastator Squad does not bring down the enemy 
  and a squad of Assault Marines is too slow. Should 
  this happen, the Adeptus Astartes rely on a wide array 
  of combat and support vehicles.
  Rhino and Razorback APCs carry the Marines into 
  battle. The Rhino is lightly armed, well armoured and 
  can provide safe transport for a full squad of ten Space 
  Marines. The Razorback doesn’t have the transport 
  capabilities of the Rhino, but is better armed. Fast 
  assault is supported by various attack bikes and land 
  speeders. Both kind of vehicles and their respective 
  variants are built for speed and maneuverability. Attack 
  bikes can have sidecars for additional firepower. When 
  fire support is needed, the Predator Destructor and 
  the Predator Annihilator are the weapons of choice. 
  Heavily armoured and armed, they are a devastating 
  force on the battlefield. Long range fire support is 
  provided by the Whirlwind Artillery Missile Rhino 
  variant and the Vindicator Artillery Rhino variant 
  with its Demolisher Cannon.
  Air superiority is provided by the Thunderhawk. 
  As most of Astartes vehicles, it comes in different 
  patterns. The Thunderhawk Transport can carry 
  battle vehicles, while the Gunship carries Space 
  Marines into battle while providing fire support. A 
  lthough every vehicle above is a dangerous opponent, 
  the pinnacle of the Adeptus Astartes war machines 
  is the Land Raider. In addition to the crew of three 
  Marines, each Land Raider is inhabited by an old, 
  powerful Machine Spirit. This spirit can replace the 
  crew to a limit, maneuvering and firing on its own. 
  Each Land Raider is a gigantic fortress on tracks, 
  extremely heavily armed and armoured. In addition to 
  its stunning combat capabilities, it can even transport 
  ten Space Marines with full equipment or five Termi-
  nators. The Land Raider Crusader, developed by the 
  Black Templar Chapter, is even better armed and can 
  transport more troops.
  In addition to the different variants of each vehicle, 
  there are various options to make some useful 
  upgrades. For example, if it is likely that combat will 
  take place in a wooded area or city ruins, dozer blades 
  are mounted to clear the vehicle’s path from bushes or 
  rubble. Another favoured upgrade is adding additional 
  armour to increase protection. During night fights, 
  spot- and searchlights are added. Finally, firepower 
  can be increased by adding pintle mounts or even 
  missile racks.
  
  Apocryphy: Vehicles
  25
  Rhino Armoured 
  Personnel Carrier
  Predator Destructor
  B
  B
  rhino armoured 
  personneL carrier
  b
  ased on the Rh1N0 Standard Template 
  Construct pattern, the Rhino is perhaps the 
  most durable and widely adapted vehicle in 
  the Imperium, the Rhino is commonly used by the 
  Adepta Sororitas and Adeptus Arbites. It is one of 
  the most widespread designs of the Imperium, often 
  used as the base for several other vehicles. 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.
  predator destructor
  b
  ased on the Rhino’s chassis, the Predator is 
  essentially a cavalry tank, often deployed in the 
  Space Marines’ rapid strikes, usually tasked 
  with the destruction of lightly-armoured vehicles or 
  heavy infantry.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 32, Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Turret-mounted Autocannon
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: Two hatches on the top, ramp at the 
  rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour 
  to all locations), two side-sponson mounted Heavy 
  Bolters or two side-sponson mounted Lascannons. 
  If the sponson option is applied, the side hatches are 
  unavailable.
  
  Apocryphy: Vehicles
  26
  Whirlwind
  Razorback
  Baal Predator
  Predator Annihilator
  T
  T
  T
  A
  predator annihiLator
  a
  nother widely employed pattern of the 
  Predator tank, the Annihilator features twin-
  linked lascannons on the turret.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 32, Hull 21, Rear 18
  Traits: -
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicles): +0
  Armaments: Two turret-mounted Twin-linked 
  Lascannons (consider unlimited clip size, as 
  Lascannons take energy from the Predator’s power-
  packs)
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: Two hatches on the top, ramp at the 
  rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour 
  to all locations), two side-sponson mounted Heavy 
  Bolters or two side-sponson mounted Lascannons. 
  If the sponson option is applied, the side hatches are 
  unavailable.
  baaL predator
  t
  he Blood Angels Chapter usually deploys a 
  particular version of the Predator, the Baal 
  pattern.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 32, Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Turret-mounted Twin-Linked Assault 
  Cannon
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: Two hatches on the top, ramp at the 
  rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour 
  to all locations), two side-sponson mounted Heavy 
  Bolters or two side-sponson mounted Heavy Flamers. 
  If the sponson option is applied, the side hatches are 
  unavailable.
  razorback
  t
  he Razorback is a more-heavily-armed variant 
  of the Rhino chassis, often employed for its 
  superior firepower, at the cost of reduced troop 
  carrying capacity.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/70 kph
  Combat Speed: 10/25/50/75/100
  Handling Modifier: Drive (Ground Vehicles): +0
  Armaments: Twin-linked Heavy Bolter or Twin-
  linked Lascannon (consider unlimited clip size, as 
  Lascannons take energy from the Razorback’s power-
  packs)
  Crew: 1 (Driver) 
  Passengers: 6
  Access Points: Hatches on both sides, two hatches on 
  the top, ramp at the rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 35/55 kph narrative and 
  10/20/40/60/80 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour to 
  all locations).
  WhirLWind
  t
  he Whirlwind is a Rhino-based artillery support 
  vehicle, based on the Rhino template, which 
  can fire either tactical Vengeance warheads or 
  minefield-laying Castellan missiles. The Whirlwind is 
  a post-Heresy design.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Turret-mounted Vengeance Missile 
  Launcher or Castellan Missile Launcher
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: Hatches on both sides, one on the top, 
  ramp at the rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour to 
  all locations).
  
  Apocryphy: Vehicles
  27
  Land Raider
  T
  Vindicator
  Whirlwind Hyperios
  T
  T
  WhirLWind hyperios
  t
  he Hyperios ia a specialized pattern of the 
  Whirlwind, used as an anti-aircraft platform.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Turret-mounted Hyperios missile 
  launcher
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: Hatches on both sides, one on the top, 
  ramp at the rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour to 
  all locations).
  vindicator
  t
  he Vindicator is a short-ranged siege tank, 
  often used by Space Marines attacking heavily 
  fortified positions due to the power of its 
  Demolisher Cannon.
  Type: Ground Vehicle
  Size: Enormous
  Armour: Front 30, Hull 21, Rear 18
  Traits: –
  Narrative Speed: 35 kph/65 kph
  Combat Speed: 10/20/45/70/90
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Storm Bolter and Demolisher Cannon
  Crew: 2 (Driver, Gunner) 
  Passengers: 0
  Access Points: One on top, ramp at the rear
  Options: Dozer Blade (gives the All-Terrain trait, 
  but reduces the speed to 30/50 kph narrative and 
  10/20/35/50/70 combat and imposes a -10 penalty 
  to the handling check), Extra Armour (+5 armour to 
  all locations).
  Land raider
  t
  he most powerful Astartes tank, the Laind 
  Raider is a heavily armoured STCTC vehicle 
  often used for spearhead assaults. Despite being 
  heavily armoured, it still has a good troop carrying 
  capacity.
  Type: Ground Vehicle
  Size: Massive
  Armour: Hull 40
  Traits: Interface Controls
  Narrative Speed: 30 kph/55 kph
  Combat Speed: 5/20/40/60/80
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments:  Hull-mounted twin-linked Heavy 
  Bolters, two side sponsons with twin-linked 
  Lascannons (consider unlimited clip size, as 
  Lascannons take energy from the Land Raider’s 
  powerpacks)
  Crew: 2 (Driver, Commander) 
  Passengers: 10 (or 5 Terminators)
  
  Apocryphy: Vehicles
  28
  T
  Bike
  Land Raider Helios
  D
  Land Raider Crusader
  O
  Access Points: Hatches on both sides, two on top, 
  front assault ramp
  Special: Machine Spirit: The Land Raider’s Machine 
  Spirit is able to rudimentarily drive the vehicle and 
  fire by itself. Consider a BS of 25 and Drive (Ground 
  vehicles) skill of 25.
  Options: Extra Armour (+5 armour to all locations).
  Land raider crusader
  o
  riginally developed by the Black Templars 
  Space Marine Chapter, the Land Raider 
  Crusader is now widely used by other 
  Chapters as well. It is specially designed to assist 
  troops assaulting from the front ramp.
  Type: Ground Vehicle
  Size: Massive
  Armour: Hull 45
  Traits: Interface Controls
  Narrative Speed: 30 kph/55 kph
  Combat Speed: 5/20/40/60/80
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Hull-mounted twin-linked Assault 
  Cannon, hull-mounted Multi-Melta, two side sponson 
  with Hurricane Bolters
  Crew: 2 (Driver, Commander) 
  Passengers: 15 (or 8 Terminators)
  Access Points: Hatches on both sides, two on top, 
  front assault ramp
  Special: Machine Spirit: The Land Raider’s Machine 
  Spirit is able to rudimentarily drive the vehicle and 
  fire by itself. Consider a BS of 25 and Drive (Ground 
  vehicles) skill of 25. Explosive Charges: The front 
  ramp is studded with explosive charges, which deal 
  the damage of a Frag Grenade when disembarking.
  Land raider heLios
  d
  esigned to provide additional artillery support, 
  the Helios pattern Land Raider features a 
  Whirlwind Missile Launcher instead of the 
  standard hull-mounted Heavy Bolters.
  Type: Ground Vehicle
  Size: Massive
  Armour: Hull 40
  Traits: Interface Controls
  Narrative Speed: 30 kph/55 kph
  Combat Speed: 5/20/40/60/80
  Handling Modifier: Drive (Ground Vehicle): +0
  Armaments: Hull-mounted Vengeance Missile 
  Launcher, two side sponsons with twin-linked 
  Lascannons (consider unlimited clip size, as 
  Lascannons take energy from the Land Raider’s 
  powerpacks)
  Crew: 2 (Driver, Commander) 
  Passengers: 10 (or 5 Terminators)
  Access Points: Hatches on both sides, two on top, 
  front assault ramp
  Special: Machine Spirit: The Land Raider’s Machine 
  Spirit is able to rudimentarily drive the vehicle and 
  fire by itself. Consider a BS of 25 and Drive (Ground 
  vehicles) skill of 25.
  Options: Extra Armour (+5 armour to all locations).
  bike
  t
  he Space Marine Bike is a relatively common 
  rugged and reinforced two-wheeled vehicle.
  Type: Ground Vehicle
  Size: Hulking
  
  Apocryphy: Vehicles
  29
  Land Speeder Tornado
  T
  Land Speeder
  T
  Attack Bike
  T
  Armour: Hull 9
  Traits: Open, All-Terrain
  Narrative Speed: 50 kph/150 kph
  Combat Speed: 15/50/100/150/200
  Handling Modifier: Drive (Ground Vehicle): +10
  Armaments: Twin-linked Bolters
  Crew: 1 (Driver) 
  Passengers: 0
  Access Points: Open-topped
  Options: Instead of the twin-linked Bolters, the Bike 
  can mount a Flamer, Melta Gun, or Plasma Gun.
  attack bike
  t
  he Attack Bike combines the maneuverability 
  and flexibility of the Bike with a crew-operated 
  heavy weapon in the sidecar. A common 
  upgrade is to add a sidecar to a groundbike, 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).
  Type: Ground Vehicle
  Size: Hulking
  Armour: Hull 12
  Traits: Open, All-Terrain
  Narrative Speed: 50 kph/110 kph
  Combat Speed: 15/40/75/110/150
  Handling Modifier: Drive (Ground Vehicle): +10
  Armaments: Twin-linked Bolters, plus sidecar-
  mounted Heavy Bolter or Multi-Melta
  Crew: 1 (Driver) 
  Passengers: 1
  Access Points: Open-topped
  Options: Instead of the twin-linked Bolters, the Bike 
  can mount a Flamer, Melta Gun, or Plasma Gun.
  Land speeder
  t
  he Land Speeder is a lightly-armoured flying 
  vehicle, used for reconnaissance and fast attack. 
  It is one of the few Imperium vehicles to use 
  anti-gravitic plates.
  Type: Hover
  Size: Hulking
  Armour: Hull 18
  Traits: Open, Anti-Grav
  Narrative Speed: 200 kph/350 kph
  Combat Speed: 20/125/250/375/500
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: Heavy Bolter or Multi-Melta
  Crew: 1 (Pilot) 
  Passengers: 1
  Access Points: Open-topped
  Land speeder tornado
  t
  he Tornado pattern is more heavily armed than 
  the standard Land Speeder.
  Type: Hover
  Size: Hulking
  Armour: Hull 18
  Traits: Open, Anti-Grav
  Narrative Speed: 200 kph/350 kph
  
  Apocryphy: Vehicles
  30
  Land Speeder Typhoon
  T
  Land Speeder Tempest
  Thunderhaw Gunship
  A
  S
  Combat Speed: 20/125/250/375/500
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: Heavy Bolter and Assault Cannon or 
  Multi-Melta and Heavy Flamer
  Crew: 1 (Pilot) 
  Passengers: 1
  Access Points: Open-topped
  Land speeder typhoon
  t
  he Typhoon pattern features the addition of 
  missile launchers to the basic Land Speeder 
  frame.
  Type: Hover
  Size: Hulking
  Armour: Hull 18
  Traits: Open, Anti-Grav
  Narrative Speed: 200 kph/330 kph
  Combat Speed: 20/110/220/330/440
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: Heavy Bolter or Multi-Melta, plus 
  Typhoon Missile Launcher
  Crew: 1 (Pilot) 
  Passengers: 1
  Access Points: Open-topped
  Land speeder tempest
  s
  ignifically more armoured than the common 
  Land Speeder, the Tempest variant has an 
  enclosed cockpit, and normally features an 
  Assault Cannon and twin-linked Missile Launchers.
  Type: Hover
  Size: Hulking
  Armour: Hull 22
  Traits: Anti-Grav
  Narrative Speed: 150 kph/300 kph
  Combat Speed: 20/105/210/315/420
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: Assault Cannon, twin-linked Missile 
  Launchers with Krak or Frag Missiles
  Crew: 1 (Pilot) 
  Passengers: 1
  Access Points: Cockpit
  thunderhaW Gunship
  a
  massive, heavily-armoured spacecraft used 
  both for attack and for transporting troops, 
  the Thunderhawk is definitelyone of the 
  mightiest aircrafts of the Adeptus Astartes. The 
  Gunship variation is heavily armed.
  Type: Military Craft
  Size: Massive
  Armour: Hull 32
  Traits: Void Capable, Interface Controls
  Narrative Speed: 1000 kph/2000 kph
  Combat Speed: 50/700/1400/2100/2800
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: Dorsal mounted Turbo Laser or Battle 
  Cannon, 2 Lascannons on wings, 4 Twin-linked 
  Heavy Bolters on front fuselage, 4 Twin-linked Heavy 
  
  Apocryphy: Vehicles
  31
  Thunderhaw Transport
  T
  Bolters under the wings
  Crew: 4 (Pilot, Co-Pilot, Gunner, Navigator)
  Passengers: 30 Space Marines (or a combination, 
  considering a Terminator as 2 Marines, a Bike as 3 
  Marines, an Attack Bike as 4 Marines, and a Dread-
  nought as 5 Marines)
  Access Points: Several hatches and an extendable 
  ramp
  Options: Can mount Hellstrike Missiles
  thunderhaW transport
  t
  he Thunderhawk Transport is used to transport 
  vehicles (mainly Rhinos and Land Raiders) to 
  the battlefield.
  Type: Military Craft
  Size: Massive
  Armour: Hull 32
  Traits: Void Capable, Interface Controls
  Narrative Speed: 1000 kph/2000 kph
  Combat Speed: 50/700/1400/2100/2800
  Handling Modifier: Pilot (Military Craft): +0
  Armaments: 4 Twin-linked Heavy Bolters on front 
  fuselage
  Crew: 2 (Pilot, Co-Pilot)
  Passengers: 0, but can transport either two Rhinos or 
  one Land Raider
  Access Points: Several hatches
  
  Apocryphy: Vehicles
  32
  
  Apocryphy: Vehicles
  33
  
SOURCE: textdata/thevault/Dark Heresy [multi]/Dark Heresy Apocryphy Vehicles of the Imperium.pdf