Cargo Hauler
A bulky industrial hauler that becomes terrain when wrecked.
Threat File — Cargo Hauler
TR 3 · Vehicles & War EnginesSaves: Toughness +6
Forty Tonnes. The hauler cannot stop or turn sharply in the same turn it moves its full Movement. Anything it collides with at speed takes its ram damage; light cover and barricades in its path are destroyed.
Crewed Vehicle. The hauler acts only while a driver holds the wheel. If the driver is killed, bails, or is dragged out, the vehicle grinds on in a straight line until it hits something.
It's What's Inside. The cargo defines the encounter: volatile, precious, alive, or forbidden at GM discretion. If the cargo is volatile, any fire or explosive damage to the trailer forces every creature within 20 feet to make an Agility Save DC 12 or take 3d6 fire damage.
Grinding Ram. The hauler moves at least 20 feet in a straight line and strikes one target. The target makes an Agility Save DC 12; on a failure it takes 3d8 + 4 bludgeoning damage and is knocked Prone, and any structure or cover struck is destroyed.
Jackknife Block. The hauler slews across a route up to 40 feet wide, sealing it with hull and spilled freight. The blocked route becomes difficult terrain granting Heavy Cover, and creatures in the swept area make an Agility Save DC 12 or take 2d6 bludgeoning damage and become Pinned under freight.
Morale: Drivers are workers, not soldiers; they stop, flee, or bail at the first credible threat, unless the cargo's owner is aboard and armed.
Tactics: Stage the fight on, around, or ahead of the hauler while it moves: boarding actions, cab assaults, cargo checks at speed. The wreck reshapes the battlefield and the cargo reshapes the mission.
Loot / Evidence / Hooks: The manifest never matches the load: promethium drums, sealed Mechanicus crates, prisoners, or a cult shrine bolted to the trailer bed.
Enemy Dossier
GM ReferenceA Cargo Hauler is a bulky industrial vehicle whose danger is mass, cargo, and momentum rather than intent. Whatever it is carrying — promethium, prisoners, a hidden weapon crate — is the actual encounter.
Use this vehicle for convoy raids, smuggling interdictions, and fights where forty tonnes of freight becomes moving terrain.
Threat Profile: High bulk, negligible weaponry, crushing ram damage, slow to turn, cargo-dependent stakes, becomes major terrain when wrecked.
Forty Tonnes. Ramming or crushing damage is severe; stopping distance is a plot point.
It's What's Inside. The cargo defines the encounter: volatile, precious, alive, or forbidden at GM discretion.
Grinding Ram. Slow, devastating vehicle attack; structures and cover in its path stop existing.
Jackknife Block. Slews across a route, sealing it with hull and spilled freight.
Morale: Drivers are workers, not soldiers; they stop, flee, or bail at the first credible threat — unless the cargo's owner is aboard.
Tactics: Stage the fight on, around, or ahead of the hauler while it moves — boarding actions, cab assaults, cargo checks at speed. The wreck should reshape the battlefield and the cargo should reshape the mission. Never let it just be a big slow target.
Full Stat Block Priority: Low