Vehicle Damage & Failures         Vehicle damage rules are very similar to the rules found for characters in Damage & Injury. Points of damage alone do not actually do anything to a vehicle, and there is no absolute maximum amount of damage that a vehicle can take. In practice, damage can hamper and eventually disable a vehicle by causing failures. Failures come in 5 types: Structural, Engine, Weaponry, Control and Mobility. Each type of failure has various degrees, which represent progressively worse effects on the vehicle's systems.

Failure Factor     All vehicles have a failure factor, analogous to a character's injury factor. This number is not derived from any stats and cannot be changed; it is listed in the vehicle's entry. Larger, tougher vehicles have higher failure factors. A vehicle's failure factor is how many points of damage it takes to give it one degree of failure (or, how much damage must be repaired to remove one degree of failure).

Gaining Failures     Whenever a vehicle takes damage, compare its old damage total to the new amount, and see how many multiples of its failure factor the number has met or surpassed.
    Since vehicles do not make defense rolls, every hit against them that can inflict a critical hit does so (that is, all melee attacks, and any ranged attack eligible for a critical hit). One option for a critical hit is for the attacker to choose the type of failure inflicted, just like choosing the injury type on a character. For any non-critical hit (both melee and ranged), or critical hits with the drive option, the GM will roll a d20 to determine what type of failure will be inflicted:

Roll Result 1-5 6-9 10-13 14-16 17-20
Failure Type Structural Mobility
Engine Weaponry Control

    Any amount of damage that does not cross a failure factor multiple does not inflict any degree of failure (of course, it does mean that a lesser amount of damage will be needed to reach the next multiple).
    Unless otherwise indicated, one source of damage will inflict only one failure type (though the degrees may be many or few). The exception is that many failure types can only have a maximum number of degrees - any further degrees over this maximum will become another failure type instead.

Immobilized, Disabled, and Destroyed Vehicles   Some failures inflict immobilization. Land vehicles which become immobilized cannot move, and only their turreted weapons may fire. "Immobilized" aircraft in the air remain in a controlled glide, but have their SPD reduced to 50%, their PWR set to 0, and lose 5 energy at the end of every turn; on the turn their energy reaches 0, they must attempt to crash-land. Aircraft can still fire turreted weapons (both before and after crash-landing).
   
A vehicle which becomes disabled is analogous to an incapacitated or dead (but revivable) character. Disabled land vehicles have no movement phase, and cannot fire or act in any way. If in flight, a disabled aircraft follows the rules above for immobilization, except that it cannot fire and is completely non-functional after crash-landing.
    A destroyed vehicle is like a disabled one, but its damage becomes permanent and it cannot be repaired.
It is analogous to a passed character.

Failure Types Just as with character injuries, the listed effects for a degree of failure replace the effects of all lesser degrees of the same type.
Any failure that inflicts a loss of SPD does not immediately reduce the vehicle's Speed Class, if applicable; the vehicle can coast until the beginning of its next turn, when it must adhere to the SC allowed by its new SPD.

Structural Failure     This failure represents damage to the basic chassis/airframe of the vehicle. This extra damage can complicate repairs, but does not directly interfere with the vehicle's operation until its catastrophic final degrees, which can result in the vehicle breaking apart.
    1st-degree: Adds 1 Hindrance to repair rolls.
    2nd-degree: Adds 2 Hindrance to repair rolls.
    3rd-degree: Adds 3 Hindrance to repair rolls. An aircraft's EFN is reduced to 50%.
    4th-degree: Adds 4 Hindrance to repair rolls. An aircraft's EFN is reduced to 0.
    5th- to 6th-degree: The vehicle is disabled.
    7th-degree: The vehicle is destroyed.

Mobility Failure     This failure compromises the aircraft's means of propulsion - for example, a land vehicle's tracks, legs, or hover field, or an aircraft's propeller, wing blades, or arcjet vents.
     1st-degree: SPD is reduced to 75%. An aircraft's PWR is also reduced to 75%.
    2nd-degree: SPD is reduced to 50%. An aircraft's PWR is also reduced to 50%.
    3rd-degree: The vehicle is immobilized.
    Any further degrees called for will become degrees of Structural Failure instead.

Engine Failure     This failure directly damages the vehicle's insendite engine(s), power transmission conduits, or other aspects of its core powerplant.
     1st- to 2nd-degree: Copies the effects of the same degrees of Mobility Failure. If the vehicle already has at least 1 degree of Mobility Failure, it is immobilized instead.
    3rd-degree: The vehicle is disabled.
    Any further degrees called for will become degrees of Structural Failure instead.

Weaponry Failure     This failure represents damage to the vehicle's weapons, aiming systems, or turret traverse.
     1st-degree: Any offense roll for the vehicle's attacks must add 2 Hindrance.
    2nd-degree: Any offense roll for the vehicle's attacks must add 3 Hindrance.
    3rd-degree: The vehicle cannot fire weapons.
    Any further degrees called for (or any degrees on an unarmed vehicle) will become degrees of Structural Failure instead.

Control Failure     This failure represents a hit to the vehicle's crew compartment, which also damages the vehicle's interfaces.
    If the attack that caused this failure type was a ranged weapon outside the vehicle, each occupant of the vehicle has a 50% chance to be hit with damage from this attack; the damage and drive that hits each occupant is equal to 25% of the damage and drive of the attack which hit the vehicle. There is no defense roll against this damage. The nature of the attack is unchanged - for example, occupants can protect themselves via kinetic shields or appropriate shielding Abilities, just as if they were in the area of an explosive or energy AoE. All damage inflicts Core Injuries.
    1st-degree: Each turn, the vehicle has a 25% chance of being unable to perform a major action.
    2nd-degree: Each turn, the vehicle has a 50% chance of being unable to perform a major action.
    3rd-degree: The vehicle is disabled.
    This failure type cannot be inflicted by melee weapons, unless the attacker is inside the vehicle. Any degrees called for in regards to an external melee attack, or any further degrees beyond 3rd, will become degrees of Structural Failure instead.
    Automounts cannot receive Control Failures; any degrees called for will become degrees of Mobility Failure instead.

Repairing Damage & Removing Failures     Whenever a vehicle subtracts damage due to repairs, compare the old damage total to the new amount, and see how many multiples of the vehicle's failure factor the number has passed below. For every multiple passed, the vehicle removes one degree of failure. The type of degree removed is chosen by the repair crew. See Vehicle & Tech Repair.