Some Elysian vehicles may be fitted with the following equipment (see the entry for the vehicle in the army list for details). Any upgrades taken must be shown on the model. No duplicates may be chosen for the same vehicle.
Vehicle Upgrade Costs
| Item | Cost |
|---|---|
| Armoured crew compartment | 15 pts |
| Camo netting | 1 pt |
| Extra armour | 5 pts |
| Hunter-killer missile | 10 pts |
| Improved comms | 20 pts |
| Searchlight | 1 pt |
| Smoke launchers | 3 pts |
Elysian Vehicle Upgrade Rules
Armoured Crew Compartment: These may only be added to open-topped vehicles. The vehicle no longer counts as being open-topped.
Camo Netting: Vehicles often carry rolls of camouflage netting that can be unrolled to help hide the vehicle. In scenarios using the hidden set-up rules (see the Warhammer 40,000 rules) vehicles carrying camo netting can be set up hidden anywhere in their deployment zone, not just in or behind appropriate terrain features.
Extra Armour: Vehicle crews sometimes add extra armour plating to their vehicle to provide a little extra protection. Vehicles equipped with this count 'Crew Stunned' results on the damage tables as 'Crew Shaken' results instead.
Hunter-Killer Missile: These missiles are treated as krak missiles with an unlimited range but may be used only once per battle. Roll to hit and wound or to penetrate armour as normal.
Improved Comms: These upgrades take the form of long 'whip' aerials or other large aerial set-ups. A vehicle with improved comms can communicate with other Imperial Guard formations, such as nearby reserves or artillery support. To represent this, the improved comms allow the Imperial Guard player to re-roll one Reserves roll per turn, and to re-roll the dice when checking to see if an enemy unit or obstacle is hit by a preliminary bombardment. Regardless of how many improved comms are present, an Imperial Guard player can only use one re-roll per turn.
Searchlight: Searchlights can be used in missions where the rules for night fighting are used. They allow one enemy unit spotted by the vehicle to be fired at by any other Imperial Guard within range that have a line of fire. However, a vehicle that uses a searchlight can be fired at by any enemy units in their next turn; they can see the searchlight shining in the dark.
Smoke Launchers: These carry charges that can be fired to hide the vehicle behind a cloud of smoke. Once per game, after completing movement (no matter how far), a vehicle with smoke launchers can trigger them. Place cotton wool around the vehicle to show it is concealed by smoke. The vehicle may not fire and use its smoke launchers in the same turn. Any penetrating hits scored by the enemy in their next Shooting phase count as glancing hits. After the enemy's turn, the smoke disperses with no further effect.
Imperial Navy Aircraft Upgrades
Ejector Seats: Should the aircraft be hit, the ejector seat fires the pilot (and crew if present) out of the aircraft and grav-chutes them safely to ground. If the aircraft is destroyed then roll a D6 for each crewman on the aircraft. On a 1-3 the crewman is killed. On a 4-6 the crewman manages to successfully eject. Roll a Scatter dice and 4D6 in the direction and distance away from the aircraft that each crewman lands. Roll separately for each crewman. An aircraft that has Ejector Seats counts as a single Imperial Guardsman with a laspistol. They are considered to be below half strength for the purposes of morale checks, claiming table quarters, etc. They are worth no Victory points on their own but if any crew survive the aircraft only counts as damaged for the purposes of the Victory Points total.
Flare or Chaff Launcher: Flares and chaff are launched to fool enemy fire aimed at the aircraft. If it takes a Vehicle Immobilised damage result on the damage tables then re-roll the result. The second result must stand even if it is another Immobilised result. The flare or chaff launcher only works once. Once it has been used it cannot be used again.
Armoured Cockpit: Reinforced armour around the cockpit helps to keep the pilot and crew safe from incoming fire. If the aircraft takes a Crew Shaken or Pilot Shaken result on the damage table, then on a dice roll of 4+ the effect is ignored.
Infrared Targeting: This piece of equipment allows the aircraft to fight at night. When used in a Night Fighting mission, the aircraft can re-roll the dice for the distance it can engage enemies at. You must abide by the second result even if it is worse than the first.
Searchlights: Searchlights can be used in missions where the rules for night fighting are used. They allow one enemy unit spotted by the aircraft to be fired at by any other ground forces unit that are in range and have a line of sight. However, an aircraft that uses a searchlight can be fired at by any enemy units in their next turn; they can see the searchlight shining in the dark.
Smoke Launchers: These carry charges that can be fired to hide the vehicle behind a cloud of smoke. Once per game, after completing movement (no matter how far), a vehicle with smoke launchers can trigger them. Place cotton wool around the vehicle to show it is concealed by smoke. The vehicle may not fire and use its smoke launchers in the same turn. Any penetrating hits scored by the enemy in their next Shooting phase count as glancing hits. After the enemy's turn, the smoke disperses with no further effect.
Distinctive Paint Scheme or Decals: The crew have painted the aircraft in such a way as to make it stand out. This allows troops on the ground to recognise it, giving them the morale boost of knowing the Imperial Navy is at hand.
In the player's own turn, after the aircraft has attacked in the opponent's turn, the first unit to fail a Morale test may re-roll the test. The unit must abide by the second result. To take a distinctive paint scheme upgrade it must be shown on the model.