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.