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i Necro
The Pangolin Saloon
Bikes, Buggies and Jetbikes in Necromunda
The Underhive is a very strange place, with a bizarre mix of extremely advanced technology, primitive crossbows, and stone-age clubs. None of this technology was invented, all was imported from the rest of the imperium. There are almost no means of transportation in the underhive besides walking on foot (or being carried by your slaves). However, some unhinged individuals adapt old imperium bikes, or create new motorcycles or buggies from spare scrap metal.
Only a few of the under-hivers have the technical expertise to maintain these vehicles, and fewer still are crazy enough, or stupid enough to ride them.
Any gang type from any house may use bikes or buggies (except for Spirers). Only heavies, leaders or gangers with 'Specialist' Techno skill may ride bikes, because they are the only ones with the mechanical expertise. However any model doing so may not carry any Special, Basic or Heavy weapons.

WHERE TO FIND THEM:
There are three vehicles available to Necromundan gangs: Motorbikes, Jetbikes and Buggies. Motorbikes are NOT rare, Jetbikes and Buggies however are harder to come by. Any gang may INSTEAD of searching for rare items, search for a rare vehicle. If they do this roll a D6, on a 1-5 they find no vehicles, on a 6 they do find one. If the gang do find a vehicle roll a further D6 to discover what vehicle has been found. Note however this is different for Outlanders and Outlaws. They must roll a 6 before they can even buy a motorbike as these are harder to come by when you're outlawed. If they roll a 6 they can either buy the bike or roll for one of the other two vehicles. If they do this they sacrifice the bike however.
1-2: Junk!> The only vehicle offered is a heap of junk, no one with any sense would buy that!!!
3-5: Buggy> The gang is offered a rather spanky buggy!!!
6: Jetbike> Ooooooh the gang is offered a one in a million, rather good, shiny, pretty, Jetbike!!!

COST:
Motorbikes: 120 creds.
Buggies: 200 creds.
Jetbikes: 350 creds.

STARTING STATS:
MOTORBIKE
M T W SV
8 5 2 5+
BUGGY
M T W SV
8 6 2 4+
JETBIKE
M T W SV
10 4 2 6+

RULES:
Buggies:
Buggies are larger, four wheeled vehicles. They are sturdier than the other two vehicles and have room for another model. Although only a Heavy, Leader or Specialist may drive any model may stand on the back of a buggy. Any model can mount or dismount from the back of the buggy if it is not moving. The model standing on the back of the buggy does not suffer the same weapon restrictions as the driver. A buggy engaging in a hit and run attack gets two hits rather than one. Buggies cannot skid turn or jump. Models trying to avoid being over run by a buggy suffer -1 to their initiative.

Jetbike:
Jetbikes are similar to bikes except that they hover above the ground. Jetbikes suffer no restrictions for rough terrain as they float above it. Jetbikes can fly high enough to land on higher levels of buildings if they wish. Jetbikes have no need to jump and cannot over run.

Speeds:
The vehicle and rider are treated as one model for the purposes of movement. Vehicles do not move normally -- they do not charge or run either. Instead vehicles move at three speeds. At the beginning of each turn you must declare what speed your vehicles will be moving at (note that you can change from any speed to any speed):

Slow: The vehicle moves normally, up to its M value. The vehicle may make up to 4, 90 degree turns (or 8 45 degree turns if you like). The rider may shoot any pistol weapons, or throw any grenades normally. He may also fight in hand to hand normally.
Cruisin': The vehicle moves up to twice its move (usually 16 inches). The vehicle may make up to 3, 45 degree turns. Any models shooting at the vehicle have a -1 to hit modifier. The rider may shoot any pistols normally or throw grenades at a -1 to hit modifier, and engage in hand to hand normally, except he adds +1 to his S if he using a hand weapon (NOT a pistol).
Fast: The vehicle may move up to 3 times its move (usually 24 inches), but it may only make 1, 45 degree turn. Any models firing on the vehicle have a -2 to hit modifier. The rider may shoot pistols, at a -1 to hit but may not throw grenades. He may fight in hand to hand, in which case he adds +1 to his WS, and +2 to his S.

Skid Turns:
Bikers are highly skilled with bikes, and are able to make daring high speed manoeuvres. Skid turns are one such manoeuvre -- the biker leans over while turning the bike, spinning the whole bike around, in a very dangerous display of skill. Any bike may make any number of skid turns while it is travelling at cruisin' or fast speed, in addition to its normal turns. Each skid turn lets the bike turn 45 degrees. However you must roll on the skid turn table. (Note that buggies may NOT skid turn!!!)

SKID TURN TABLE:
Bike/Jetbike Speed
Cruisin Fast Result
- 1 The bike crashes and counts as out of action. It turns to the direction it was trying to turn to and continues forward for the rest of its movement colliding with anything it hits.
1-3 2-4 The biker manages the turn well and may have his turn. However he is so preoccupied with the turning that he may not shoot this turn.
4+ 5+ The biker performs the turn with style he may shoot normally and continue as normal.

Hit and Run Attacks:
Models riding on vehicles may not engage in hand to hand combat in the same way as normal models -- they may not charge. However they may make hit and run attacks (the driver swerves in close to the enemy, holding out a bludgeon or other similar weapon). These attacks occur during the drivers movement phase, when he moves into base to base contact with an enemy model. After the attack, the driver may continue with his movement. However he may not shoot or engage in more hand to hand. You must declare hit and runs at the beginning of the turn, when you declare charges. Hit and runs are moved before other models, at the same time as chargers.

The combat is worked out as normal, except each model rolls only one die, regardless of how many attacks and weapons they have. Buggies get two dice if there is someone on the back. Also, the driver may not parry, although his opponent may. The driver counts as charging, so he gets +1 to his WS. In addition if he is moving and certain speeds his strength and WS may be increased further.
After the hit and run you may move your bike until you are out of movement, but you may not shoot or engage in more hit and runs.

Over run attacks:
A vehicle may also attempt to run over any models in its path. If a vehicle does not want to hit and run it may attempt to simply mow down the model in its way. The model must roll under or equal to its initiative or take a hit with strength equal to half the distance the vehicle has travelled. Because Jetbikes are not as sturdy as the other two vehicles they may not over run. Any models which are being over run by a buggy suffer -1 to their initiative.

DAMAGE TO VEHICLES:
Whenever you hit a vehicle model, you must roll to see if you hit the vehicle or the driver. On a roll of 1-4 you hit the vehicle, on a 5-6 you hit the driver, on a buggy randomise hits on between the driver and the passenger. When an area effect weapon (flamer, shotgun, etc.) hits the driver and his vehicle, roll to see who is hit as you would normally. If the driver was hit, then the vehicle will also be hit on a 4+, and vice a versa. The same holds true if the vehicle model is only partly touched -- roll to see if it is caught under the blast, and then see whether the driver or vehicle was hit, and then proceed as mentioned above.
When the vehicle has been reduced to 0 wounds it must roll on the injury table, just like a normal model. However count the results as follows:

Pinned > The vehicle is not harmed, but the driver must test to see if he ducks behind the handle bars. The driver must take an immediate LD test or be pinned himself. If the driver is pinned either because of this or because he himself is hit, roll on the out of control table.

Flesh Wound > The vehicle is damaged, and swerves out of control for one turn. Roll on the out of control table. In addition the vehicle may only move at SLOW speed for the rest of the battle.

Down > The vehicle is badly damaged, and the driver must dismount. However he will not leave his precious vehicle, because it may be restored to working order. The driver must stay within 1 inch of his vehicle, but he moves as a foot model. The vehicle may not do anything. If he wishes, the driver may work on the bike -- he may not move or shoot or fight in hand to hand, but the vehicle may roll on the injury table in the recovery phase.

Out > Out -- the driver and the vehicle are taken out, both must roll on the injury table.

DAMAGE TO DRIVERS:
When a driver is hit and damaged, his vehicle may go out of control, or waaay out of control. If he is pinned, the vehicle goes out of control until he is no longer pinned. If the driver is downed, then his vehicle goes waaay out of control, and he must take an initiative test. If he fails the test he falls off the bike, and takes a hit with a strength of half the distance he has travelled so far (if he travelled 10 inches, he will take a S 5 hit). If he stays on the vehicle it moves waaay out of control until he is no longer down. If the passenger on a buggy goes down or is pinned they will not fall of as their standing platform is quite large. Jetbikes which go out of control or waaay out of control are assumed to lose altitude until they are almost touching the ground.

OUT OF CONTROL:
Roll on the following table:
1-2: Turn the vehicle 45 degrees to the left, and move the vehicle D4 inches
3-4: It keeps the same facing and moves D4 inches forward
5-6: Turn the vehicle 45 degrees to the right, and move it D4 inches

WAAAY OUT OF CONTROL:
Roll on the following table:
1: Turn the vehicle 45 degrees to the left, and move the vehicle 2D6 inches
2: It keeps the same facing and moves 2D6 inches forward
3: Turn the vehicle 45 degrees to the right, and move it 2D6 inches
4: The vehicle spins around, and faces a random direction, and then moves D6 inches
5: The vehicle turns 90 degrees to the left and moves D6 inches
6: The vehicle turns 90 degrees to the right and moves D6 inches

JUMPING:
Bikes may make a special jump move at any point in their move, if they wish to cross a gap. Jetbikes have no need to jump and buggies cannot. Bikes moving at slow speed may not jump, bikes moving at cruising speed may jump D6 inches, and bikes moving at fast may jump 2D4 inches. Not however that the distance you roll is NOT deducted from your total movement allowance. Move the bike the distance you roll over the gap, and if it makes it to the other side you may continue moving. Otherwise the bike falls straight down, until it lands. The bike takes damage as normal from falling, and if you fall 7 inches or more the rider will also take damage. Note that you are allowed to drive off the edges of buildings without jumping if you wish to risk the hit from the fall (a S3 hit is not too much to worry about). However when you do this (drive off the edge of a level) you must subtract the vertical distance you fall from your total movement allowance (the rider must recover from the fall, and the fall itself takes time).

CUSTOM BIKES:
Each time the driver goes up an experience level, instead of rolling on the advance table, he may upgrade one of his bike's characteristics by one. Note that he may choose which characteristic. No characteristic may be improved by more than +2.

INJURY TABLE FOR VEHICLES:
Roll a D6:
1 : Unrepairable > It's dead!!!
2 : Captured > The vehicle has been captured by the enemy. The enemy may sell the vehicle to the traders for 100+D6 credits, keep it or the enemy may trade with your gang (treat the bike how you would a captured human, you could even attempt to rescue it during a raid).
3: Frame damaged> Subtract one from the vehicles toughness.
4: Engine damaged > Subtract one from its movement.
5: Armour buckled > Subtract one from the vehicles saving throw.
6: Perfect recovery> The bike is fine.

MISCELLANEOUS:
Vehicles may not use vents, tunnels or the Stealth skill to infiltrate.
Drivers may not pick up loot unless they dismount (this takes one turn).
If a vehicle for some reason hits a solid object (like it goes out of control), then it will take a hit equal with a strength equal to the distance it moved divided by two, minus 1. So if a vehicle moves 12 inches, and hits a bulk head, it will take a S 5 hit (12/2)-1.
No gang may own more than three vehicles. ( just to be fair to those without vehicles ok)

NOTES FROM MR SOFT:
Well as much as I'd like to claim this as my own I can't. These rules are adapted from Isaac Tobain's rules for bikes. I just added the buggies, jetbikes and a few tweaks. I tried e-mailing Isaac asking for permission to use his rules but got no reply so I put them on anyway. So I'd just like to say that Isaac should take the credit.
Now on with the good bit, modelling these beauties. There are a few jetbike, bike and buggy models available from GW. They are:

The Ork Warbike:Great bike, looks very thrown together giving it a very Necromundan underhive feel. It has tracks at the back rather than a wheel making it look really tough. Probably best suited to Cawdor, Goliath or Scavvy gangs. The Autocannons are easily removed.

The Space Marine Bike: It's a Harley on steroids, very cool but quite tough to get models to fit on. A bit neat for Necro gangs perhaps, best saved for gang leaders. The bolt guns are easily removed.

The Ork War Buggy: Again very thrown together feel. The gun on the back can be removed easily to use as a fighting platform.

The Eldar Jetbike: Only real jetbike available unless you want to take on the monster task of converting a land speeder. Quite small, little leg room so a bit of a conversion problem. The guns can just be left off without leaving any sign.

Modelling:
Ah, how to get the gangers to fit, a tough one. Well If you have a male gang other than Delaque (the coats stop this working) you can saw them in half and use the ork riders legs from one of the ork vehicles. The arms from the ork riders can also be used to hold the handle bars. Escher can use the eldar rider's legs and arms from a jetbike with a bit of filing here and there. Delaque are a bit buggered, you could saw them in half as with the others and construct a new coat from milliput I suppose.


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