TEXT: There 
  is 
  already 
  a massive 
  variety 
  of
  equipment 
  within 
  the Necromunda 
  rrrles,
  much of which can be used with the Vehicle
  rules already published. 
  Healy weapons in
  particular 
  can be mounted 
  on vehicles and
  certain 
  beasts to 
  allow 
  move 
  or 
  fire
  weapons to be fired on the move, although
  sacrificing the flexibility 
  of the weapon (see
  Necro mag 4). However, 
  there are more
  weapons 
  and equipment 
  that are only
  found in the Ash W'astes, often crude and
  brutal 
  weapons 
  that 
  can 
  be 
  easily
  constructed 
  from 
  the 
  few 
  materials
  available, 
  but 
  sometimes 
  also 
  highly
  technical equipment, 
  such as that favoured
  by House prospector 
  teams. The following
  rules give details of some of this equipment.
  It can be bought 
  from the trading post at
  any time and be added to a gangs existing
  vehicle or can be purchased with and added
  to a new vehicle.
  Harpoon Gun
  7O points
  Similar to the harpoon guns used by Scalies
  in the Underhive, 
  the harpoon 
  gun is a
  mechanically 
  compressed 
  spring 
  used to
  propel a shaped spear from a simple tube.
  This spear is attached to the firing mount by
  a sturdy 
  cable or chain. 
  In combat 
  the
  harpoon can then be used to pull chunks of
  armour 
  or 
  equipment 
  from 
  vehicles
  attacked-
  The variable effect of the harpoon 
  gun -
  ranging from nothing but a glancing blow to
  ripping 
  great 
  chunks 
  off 
  an opposing
  vehicle - is represented 
  by the weapon's
  variable strength against vehicles. Harpoon
  guns may only be mounted 
  to vehicles or
  beasts that ffe large or bigger. They may
  never be carried by models on foot.
  Note: More adventurous 
  players may wish
  to experiment 
  with the rules for this highly
  entertaining 
  weapon - remember there are
  walkers in Necromunda: 
  Battles in the Ash
  'Wastes.
  Sharpened Spikes (EquipmenQ 
  25 points
  Many gangs in the wastes choose to attach
  blades, spikes, razor wire or other nasty bits
  to their vehicles. Shanty gangs in particular
  make use of this modification 
  as it is simple
  to do and helps prevent their weak gang
  members 
  from close combat attacks. This
  does not affect a vehicle's ability to cause
  damage to other vehicles, but can make
  them harder to board in a fight. Any models
  trying 
  to 
  board 
  a vehicle 
  fitted 
  with
  
  sharpened spikes ate at -l to their Initiative
  roll as they must not only board but also
  avoid the spikes. This modification may be
  made to a vehicle once only.
  Seadrlight (Equiprnen!
  50 points
  With light conditions 
  in the wastes being so
  poor, thanks to the thick layer of smog that
  coats the whole 
  planet, 
  searchlights 
  are
  common 
  additions 
  to a gang's vehicles. A
  gang member 
  may opefate 
  a searchlight
  once pef tufn at the staft of the Shooting
  phase instead 
  of shooting. 
  Place a 2"
  template 
  anywhere 
  within 
  24" of 
  the
  searchlight (although the beam cannot pass
  through 
  solid objects such as buildings, 
  so
  use your 
  common 
  sense). Any models
  under this template 
  are revealed if hiding
  and may be seen and shot atby arty models
  within 
  range. The searchlight 
  also reveals
  enemy who are too far a'way to be seen
  normally in poor light conditions.
  Scarmer (Equipmer$
  70 points
  A 
  vehicle 
  mounted 
  scanner 
  has
  considerable 
  power 
  when compared 
  to a
  handheld device. A scanner is automatically
  used by a vehicle's 
  driver 
  and needs no
  other operator. It may be used in addition
  to any other actions to reveal all hidden
  models within 
  12" of the vehicle at the end
  of the Movement phase.
  RamBar@uipment)
  50 points
  A ram bar is a simple way of reinforcing 
  a
  vehicle 
  to make it harder 
  to damage in
  ramming 
  actions. It is a reinforced 
  bar on
  the front 
  of the vehicle, 
  often spiked to
  inflict extra damage on its targets. Any ram
  damage inflicted by a vehicle with a rambar
  when ramming with the front of the vehicle
  will cause an extra point of damage to the
  target vehicle 
  on a D6 roll 
  of 4+. 
  For
  example, 
  a vehicle 
  with 
  a ram bar that
  shunts an opposing 
  vehicle will 
  cause 1
  point 
  of automatic 
  damage and 1 extra
  point on a rcll of 4+. Rakes and sideswipes
  are therefore not affected by a ram bar; they
  don't involve the front of the vehicle. Ram
  bars may only 
  be fitted 
  to wheeled 
  or
  tracked vehicles; skimmers are too light in
  construction 
  to mount 
  a rarrr bar, while
  walkers 
  would 
  be more 
  likely 
  to darnage
  themselves 
  than 
  anything 
  else they hit!
  Bikes may never fit a tam bar (for obvious
  reasons).
  TovrC.able @uipmenQ
  25 points
  Tow bars, cables and winches all have their
  uses in the wastes of Necromunda, 
  for
  recovering 
  damaged vehicles and moving
  healy loads. If at the end of a game you have
  a vehicle with tow cable that is still operable
  (ie, not immobilised) 
  then you may re-roll
  the serious damage result for one other
  vehicle that has taken permanent 
  damage.
  (See Necro mag 5 for details on permanent
  damage).
  Rm-flatTy€s@uipmerrQ 
  4opoints
  Tyres specially designed to stay functional
  even if punctured 
  can come in extremely
  useful in the wastes, especially when other
  people 
  are 
  shooting 
  at 
  them! 
  This
  modification 
  allows you to ignore a roll of
  1-3 on 
  the \fheel 
  Damage 
  table 
  of a
  wheeled vehicle or bike.
  
  Sparevzheel/tracks @uipnenQ 
  30points
  This modification may be fitted to any bikes
  or wheeled or tracked vehicles. If a vehicle
  with this modification remains stationary for
  the entire Moyement phase, any damage
  taken to the tracks or wheels is repaired in
  the Recovery phase. The driver may take no
  other actions in order for this to take effect
  (he may not shoot or fight in close combat,
  for example). This may be used once per
  game.
  AblativeArrnour@uipmerrt) 
  35 points
  Extra armour plates, hub caps, etc, afe
  welded on to the vehicle to temporarily
  protect it from some damage. Ablative
  arrnour will absorb the first penetrating hit
  the vehicle takes, thus preventing damage.
  After this the ablative armour is too
  damaged to be of further use and plays no
  further part in the game. It is automatically
  patched up in time for the next game.
  Veapon Iinkage (Eqtfpment) 
  2 xweapon 
  cost
  Some weapons 
  may be clevedy 
  fitted
  together 
  to allow 
  two 
  weapons 
  to be
  mounted 
  on a vehicle rather than one, by
  making them fwin-linked. 
  The cost of this is
  equal to the cost of the two weapons (which
  must be of the same type), plus half the cost
  of the weapon ie, two and a half times the
  weapon cost. Twin-linked weapons are then
  treated as if they were just one weapon,
  except that if a hit is scored this is doubled
  to two 
  hits. Sustained 
  fire weapons 
  are
  slightly 
  different 
  in that the number 
  of
  Sustained Fire dice are added to create on
  very rapid firing weapon! 
  And yes, if you
  link fwo bolters together you can use it as a
  storm bolter if you want.
  Industrial l,Iadrinery (EquipmenD 60points
  There 
  are several fypes of industrial
  machinery ranging from rock drills to
  pneumatic buckets and lifting claws. A
  vehicle fitted with industrial equipment may
  be one of two types. The equipment may be
  completely or partially automatic and
  requires no other operator, freeing gang
  members to undertake other actions, or it
  may be operated by a dedicated gang
  member, who may do nothing else while he
  operates the machinery. Obviously this
  second option is much cheaper, and often
  used by House prospector teams, who hard-
  wire servitors to perform this function.
  V{hichever the type, industrial machinery
  may be used when the equipped vehicle
  declares a ram action, where it may cause
  more damage. The standard ram damage is
  inflicted as normal, but an extra hit at
  S4+D6 is also caused. This is automatic for
  machinery with a dedicated operator, but
  only occurs on a D6 rcll of 4+ for automatic
  machinery.
  'We do have additional equipment that we
  are currently playtesting. Feel free to devise
  your own if you have any great idea's let us
  known.
  'We haven't included rules for a sidecar to be
  attached to a bike here as they proved to be
  incredibly complicated in plaltesting. If you
  have a bike with sidecar model, simply buy
  it as a light vehicle and use the rules from
  there.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Rulebooks/Vehicles/vehicle_equipment.pdf