Writing Distracted

Combat Rules

Vehicle Combat

Whether its vehicle against vehicle, vehicle against character, or character against character there is no difference in the mechanics for attacking and defending; skills are used to move as well as make and/or avoid attacks.

 

Attacking

There are four primary forms of attack with vehicles, based on type. The most common are: artillery (vehicle scale) and munitions (character scale), with some having the capability of melee attacks (torque), and by ramming.

Defending

Weapons are the most common cause of damage to vehicles, however damage can also be caused by a loss of control, ramming, or pushing it beyond its operational limits. Rather than having a set number of damage points that a vehicle is able to withstand, each vehicle has a Hull Rating. The first number in the hull rating is for resisting impact damage and the second is for resisting energy damage. This rating can be modified by adding plating or with the addition of shields.

 

There are four levels of damage that a vehicle can sustain: minor, serious, severe, and critical, which is determined by the event that causes the damage.  When damage is sustained, the vehicle is allowed a Hull save, if the save is successful, the damage is reduced by one level. 

Regardless of success or failure, the results are randomly determined on the charts below.  The components listed on the charts are generic, and apply to all vehicle types.  Damage is cumulative within each damage level for time and difficulty modifiers, and systems or components that have been destroyed cannot be further damaged.  Once damage to a vehicle’s hull exceeds its Hull Rating, the vehicle is destroyed.

 
Chuck Sperati