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 choosing another 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 damaging effect that always causes a Core Injury on characters (such as an AoE) always causes Structural Failures on vehicles.
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.
Mobility Failure This failure compromises the aircraft's means of propulsion - for example, a land vehicle's wheels, 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%.
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.
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.
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.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.