Following on from my rewrite of the Adeptus Mechanicus ruleset I wrote for necromunda, I’ve spent a couple evenings reformatting my Vehicle ruleset in a similar fashion!
Hopefully I’ve streamlined it suitably.
To recap the premise:
I’ve made Vehicles as an interactive battlefield object rather than a unit in its own right. A gang can find or purchase a basic chassis and then upgrade it over the course of a campaign with improved weapons and wargear.
The Vehicles themselves are crewed by Fighters, and if the controlling player chooses, those Fighters can dismount and fight on foot as normal, or other fighters can occupy passenger seats, operate pintle weaponry and generally crew the vehicle.
I also have a Component system, attackers can target and destroy individual parts such as wheels, engines and weaponry as well as sniping the crew off their seats.
Ultimately, an empty vehicle is up for grabs, and a canny foe might well kill the crew and take it for their own use.
The core rules are quite straightforward, detailing all the normal elements of a bike or attack buggy in the tunnels of necromunda.
However there are also Advanced rules, incorporating Walkers, Flyers and Cargo Storage mechanics.
There are Skills associated with vehicles too, such as ‘Ace’ which permits greater agility and ‘Gunner’, which removes some of the negative modifiers for shooting from a moving vehicle.
Have a look at the current version here:
Necromunda Vehicle Rules V3.2
Updated Link with 3.2 version