Customising a vehicle is usually a long and complicated affair, and requires the use of the Customise Vehicle Endeavour (see Endeavours: Customise Vehicle).
Vehicles can be customised in three ways;
Increasing Attributes
Installing Wargear
Converting Vehicle Type
If you have the IMPERIUM Keyword and do not have the ADEPTUS MECHANICUS Keyword, you are forbidden from customising vehicles yourself. The following section lays out the process for customising a vehicle for non-Imperial Agents; see Customising Vehicles: Imperium Vehicles for more information.
You can make up to two changes to a vehicle’s Attributes, choosing between Speed, Manoeuvrability, Resilience, and Max Wounds.
Speed: Increase Speed by 10% (rounded up).
Other Attributes: Increase by 1.
The DN is twice the Rarity of the vehicle you’re customising. To increase the same Attribute a second time, add a further 2 to the DN.
Regardless of the result of the Tech (Int) Test, you do not fail, and every Icon you roll reduces the DN of the Tech (Int) Test by 1. When the DN reaches 0, the customisation is complete. Each Tech (Int) Test represents a Terran week working on the vehicle.
Requisitioning a weapon or piece of equipment does not automatically install it on your vehicle, and you may only attempt to install weapons normally found on the vehicle.
To install new Wargear, add the Rarity of your vehicle to the Rarity of the wargear you are installing onto the vehicle. This determines the DN for the Tech (Int) Test required to install the Wargear on to the vehicle. If you do not have access to a workshop, garage, or equivalent location that has the tools and space necessary to perform vehicle customisations, double the DN of the Tech (Int) Test.
Regardless of the result of the Tech (Int) Test, you do not fail, and every Icon you roll reduces the DN of the Tech (Int) Test by 1. When the DN reaches 0, the installation is complete. Each Tech (Int) Test represents a Terran week working on the vehicle.
Removing a piece of Wargear from a vehicle requires a Tech (Int) Test with a DN equal to the Wargear’s Rarity. Regardless of the result of the Tech (Int) Test, you do not fail, and every Icon you roll reduces the DN of the Tech (Int) Test by 1. When the DN reaches 0, the process is complete. Each Tech (Int) Test represents a full Terran day spent removing the Wargear.
Many vehicles share a common base chassis, with different armaments and equipment fitted to fulfil a specialist role; for example, the Adeptus Astartes utilises many vehicles based on the Rhino chassis, and the Astra Militarum uses a number of vehicles based on the Chimera.
The new vehicle type must be compatible with the starting vehicle (e.g. a Chimera converted to a Hellhound). In addition, you must have the required weapons and/or equipment listed for the new type on the vehicle list; if the starting vehicle has these requirements already fitted, then they will suffice - duplicates are not required. Once converted, the new vehicle only has the base armaments and equipment for its new type; any additional Wargear which had been installed on the original vehicle is returned to you but must be separately reinstalled.
Regardless of whether you are attempting to Requisition assistance for the conversion, or complete it yourself, the DN for the required Test is equal to 2 + the combined Rarity modifier of both the original vehicle and the new type it is being converted to. If the new vehicle type has an increased Value, you must also pay Wealth equal to the difference, or increase the required DN by twice this value. In addition, some Factions require additional criteria to be met;
Imperial Vehicles: As with any alteration of an Imperial vehicle, conversion requires the approval of the Adeptus Administratum, whilst the actual modifications are required to be completed by the Adeptus Mechanicus.
Aeldari Vehicles: If attempting the conversion yourself, a Bonesinger Shard is required.
Drukhari Vehicles: If attempting to Requisition assistance, no Influence Test is required; instead, you must pay Wealth equal to 1d3 + the new vehicle types Rarity modifier.
Ork Vehicles: If attempting to Requisition assistance from a Mekboy, the DN for the Influence Test is instead equal to the combined Rarity modifiers + (5 - your Tier). Alternatively, you can pay Wealth equal to the new vehicle types Rarity modifier.
T'au Vehicles: Most vehicle maintenance is handled by Earth Caste engineers and technicians as part of their service to the Greater Good, with few others having the required expertise or resources; the DN of Influence Tests is reduced by 1, but the DN for Tech Tests is increased by 1 for non-Earth Caste T'au Agents.
Chaos Vehicles: Members of the Dark Mechanicum may reduce the DN of Influence Tests by 1, as they have access to the hell forges hidden in the Great Rift. Other servants of Chaos use the standard DNs and processes described above.