Incarcerator
If you are reading these rules, then you probably know what an Incaracertor is.
Stats: T: 250 Open topped
Location
D100 roll Armour
Hull
01-60 20
61-79
"Cage" 35
15
80-85
Fire fuel containers
86-100
Engine
11
Max movement: 11y per action. (Tracked vehicle)
New locations
Fire fuel containers:
Light damage:
They are leaking, If theres fire near (exept inside the cage of course), they explode,
Blast 10, Area 5y, Damage as heavy flamer, each location hit has 95% chance to blaze alight as from a flamer.
Moderate damage:
Same as light, but explode with Blast 15, Area 10y if there's fire within 10y.
Heavy damage:
BOOM, explosion with blast 20 area 15y.
"Cage"
The cage is placed on top the incarcerator, and has place for 1 char. (But it is big enough for 10 chars, just lika a M2-M3 car, whom has place for 4 people but the record is some 20-40 persons inside and on one, but you don't see a car with 40 person inside and on every day, right?). The cage is fuilled with hex-wards and these wards will affect what's inside. The cage has a T of 250 and armour value of 45 against attacks from inside. The cage has an air ignition system that can ignite the air inside, if the driver presses the button, everyone inside (except the cage itself) will suffer 30d10 pts of dammage -1d10 for every turn leaking (may only ignite once). The  Incarcerator has also a couple of powerblades in the floor (like a huge heretic-mixer). If an Inq, or someone else press the button, the mixer starts, giving 4d10 autohits as from powerswords on each character (per turn). (roll the damage one hit at the time of each character.) If the character is prone, then randomize the hit location, If  standing, then the hits hit legs, if legs gets damaged, the character don't fall prone (until the end of the turn), if legs are crippled, the character falls down, (but not prone) and hits are now counted against groin, if groin gets crippled then abdomen, then chest, then arms and finaly head (most chars won't live that long. if reaches head, don't roll any dammage, it is auto crippled ).

Psykers who come out alive must roll a Wp test, if fail, roll for instability, like in the Alpha rules in the "Lecture of the Wytch" PDF, if pass, must roll for mental overload.
Light damage:
Just some scratches, it will hold.
Moderate damage:
Just some more scratches, heavier ones this time, -2 av.
Heavy damage:
You're in trouble know, It is a man-sized hole in it, heretics may crawl out.
(Psykers testing as normal).
Loud Hailers:
The vehicle plays The Word of the Emperor constantly all the time.