I am not to big on "Special Characters". Makes it feel like 40k ( If you don't have a special on the table, YOU WILL LOSE...)... IMO....
That's just a matter of designing them well. If you don't want the 40K route, then don't make them overpowerful. But I think they will be great for scenarios. So you could make them for specific scenarios.
Concerning vehicles:
I really like using vehicles in a game, but don't want the system to be very complicated. Simple and elegant rules that don't make it a science to move vehicles. Example:
VehiclesAlle vehicles have three speed bands: stopped, slow and fast. A stopped vehicle does not move. A vehicle going at slow speed moves up to 8" per turn. A vehicle moving at fast speed must move at least 8" and up to 12" per turn.
At the start of your turn, the vehicle can go up one speed band or down one speed band (i.e. A stopped vehicle can speed up to slow speed, a vehicle at slow speed can either stop or go to fast speed, and a vehicle at fast speed can decelerate to slow speed). Bikes can go up or down two speed bands at the start of your turn.
Designate one model as the vehicle's driver. The only actions a driver can take while driving a vehicle is shooting a pistol.
Vehicles may make turns to change direction. A stopped vehicle cannot turn. A vehicle moving at slow speed can make an unlimited number of 45 degree turns per game turn. A vehicle going at fast speed can make up to two 45 degrees turns per game turn.
A vehicle going at slow speed must move at least 2" before making a turn. A vehicle moving at fast speed must move at least 3" before making a turn.
Skidding! Players can try to skid and make a tighter turn. If a vehicle skids, it can make a turn between 45 and 90 degrees. If a player wants to skid, he rolls one die when going at slow speed and two dice at fast speed. If the player gets a score of 3-6 on the dice, the skid is succesful and the vehicle turns up to 90 degrees. If a '1' or '2' is rolled on one or both of the dice, the vehicle is out of control.
Roll a dice whenever a vehicle goes out of control and consult the following chart.
1: Roll over! The vehicle rolls over in the turn and ends up on its side. The vehicle stops, counts as an obstruction and cannot be used anymore during this game. All passengers suffer a D+1 damage roll and must first spend one action to exit the vehicle.
2-5: spin! The vehicle spins and stops. Randomly determine in which direction the vehicle ends up. The vehicle cannot move again this turn.
6: Almost! The vehicle makes a 45 degree turn in the direction the player wanted to go. The vehicle can continue its movement normally this turn.
Collisions.
A vehicle that collides will take damage and damage the object it hit. A vehicle moving at slow speed suffers one wound when colliding with solid scenery (buildings, trees, crates, etc.). A vehicle moving at fast speed suffers two wounds when colliding with solid scenery. Passengers in the vehicle suffer a D+1 damage roll when colliding at slow speed and a D+3 damage roll when colliding at fast speed. Vehicles colliding with solid scenery always go to the stopped speed band. Scenery never suffers damage from colliding vehicles, unless the scenario states otherwise.
Lurkers with CON8 or higher count as solid scenery in collisions. Unlike scenery, these will suffer damage from colliding vehicles.
A model hit by a vehicle can try to dodge out of the way by making a DEX check. If successful, move the model out of the way of the incoming vehicle. If this isn't possible, the model cannot dodge and is hit by the vehicle. A model hit by a vehicle moving at slow speed suffers a D+2 damage roll. A model hit by a vehicle moving at fast speed suffers a D+4 damage roll. Vehicles will continue moving after hitting models, unless they hit a CON8+ lurker.
Firing from vehicles
Models can fire from and at vehicles. Models firing from from and at vehicles at slow speed suffer a -1 modifier to the attack rolls. Models firing from and at vehicles moving at fast speed suffer a -2 modifier to the attack roll. When hitting a vehicle, roll a die. On a 1-3 you hit the vehicle, on a 4-6 you hit a randomly determined passenger. When firing at a fast moving vehicle, apply a -1 modifier to this roll.
Embarking and Disembarking
A model can embark or disembark a stopped vehicle when in base contact with the vehicle for no action. A model can disembark from a moving vehicle...at a risk! The model must make a DEX check. Apply a -1 modifier if the vehicle moves at fast speed. If succesful, the model embarks successfully without further effects. If unsuccessful, the model suffers a D+1 damage roll if the vehicle moves at slow speed and a D+2 if the vehicle moves at fast speed. A model cannot embark on a moving vehicle.
Vehicles:
Car: CON8/5 Wounds/+XBP
Bike: CON6/3 Wounds/+XBP
Don't want to do armoured cars orn tanks as these don't really fit in IMO.
So waddaya think?