Here is a complete summary of vehicle actions:
- Move (Simple): Move + 1 pivot.
- Manoeuvre (Simple): Half move + any number of pivots (funny how each pivot is still limited to 90°).
- Move & Shoot (Basic): Half move + 1 pivot + shoot 1 weapon.
- Fire All (Basic): Shoot all weapons.
- Reload (Simple): Yaddayadda.
- Aim (Basic): Yaddayadda.
- Drift (Basic): Half move "in a straight line anywhere in its Side arc". Afterwards, pass a handling test or lose control.
- Ram (Double): Move + D6" + 1 pivot. If crashing, it suffers reduced damage itself (counts Move stat as halved).
- Spin (Basic): Move + 1 180° pivot. Afterwards, pass a handling test or lose control.
- Full Throttle (Double): 3xMove + 1 pivot. Afterwards, if pivoting, pass a handling test (-1 modifier) or lose control.
Notes: Move is generally straight forward up to movement stat. Pivot is 90° turn around center, before, during or after move.
Then there are actions when stationary as already mentioned:
- Jump Start (Simple): Handling test (+1 modifier if having 2+ 'Wounds' remaining) to become mobile.
- Turn-over (Basic): Move D3" + 1 pivot. +1 modifier to the next Restart test (Jump Start or End phase?).
- Free Wheel (Basic): Move D6" either forward or back (randomize).
Finally Broken vehicles, equivalent to Broken fighters:
- Mobile - Break for Air (Double): Move 3D6" + any number of pivots (doesn't specify 90° here - oh no what to do).
- Stationary - Burn Out (Double): Place D3 smoke blasts (5") within 1". -1 modifier to Restart test in the End phase per smoke blast.
Perhaps some things I find less meaningful has some hidden meaning in the official text, but I'm not gonna recite verbatim 2 pages full of rules to give you an impression. More details on RAW can be found for example here:
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The scenarios are closely related to the boxed content, meaning that some of the scenarios randomize between Pitch Black or not. Please note the mat is double-sided:
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Delaque and other light-flipping gangs would be even more abhorred now

Would the Core Servitor be able to shut the lights on/off in ash wastes?!?
This is a bit nitpicky, common sense would go a long way in this case. This is a remainder to show that when introducing new stuff (like changing the battlefield type), it won't be perfectly compatible with a lot of old content. It seems like GW make a 'season' based game where the new stuff (ideally) works within its own border, but pay little to no respect to whatever content was released 1 or 2 years ago. Rolling roads, rolling rules!
Note that Aim only works on Fire all, but not Move & shoot , as that is dangerously close to “being intuitive” territory and we can’t have any of that.
Also wtf is that Burn out action, just why?! Can’t wait for van saar hoverstuff to burn out and cough out smoke clouds
Got to add some depth to this, as some of TK's write-up needs a key clarification,.
A "Stationary" vehicle isn't one which isn't moving, but one which has been rendered unable to move by damage or another effect. That burnout action, for example, is when a vehicle crew is broken (ie panicking), attempting to move, but are unable to due to the Stationary condition - it has the effect of making it even harder to start the vehicle again as they harm it in their panic.
The point about the mat - that is one, the introductory, scenario, Dust Bowl Skirmish. Everything else doesn't mention the mat, and use instead the Ash Waste environment rules and suggest bigger fields (4x4, or more clearly 4x6 for rolling road scenarios). It's a nice mat, just too shiny. Nice inclusion (esp. the night side) but of course most gamers will have alternatives.
Finally, JR, grav cutters won't be a vehicle; if they are ever errata'd up, they'll simply grant the Mounted condition to a fighter, but it may be they keep separate. Significantly, rules differentiate between "fighters" (which can gain the mounted condition through wargear), "vehicles" (separate model type) and "models" (both types).