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A base or vehicle can have Powers or Talents that are intended
to affect all of it. For these all-inclusive abilities, the
builder should simply buy the Power with the appropriate Advantages
and Limitations.
Any equipment must be self-powered; that is, it must be bought
to 0 END, run off charges, or have an END Reserve. It is possible
to have a single large END Reserve for an entire base or vehicle;
this would simulate the large power plant and batteries possessed
by many bases and vehicles.
Scale Modifiers: This advantage is only allowed for vehicle
powers, and then usually is applicable only to movement powers,
weapons and sensors. The scale modifier takes the place of
increased range, ranged levels, non-combat multiples for movement,
and the like. The basic effect is simple: instead of each game hex
being equal to 2 meters across, the game hex is treated as being
much larger, and powers with this advantage work normally
otherwise. Range and PER modifiers for distance are applied at the
normal number of hexes, but those hexes are far larger than normal.
Scale Modifier (Hex Size) | Advantage Level |
tactical scale (2 meters/hex) | +0 |
non-combat scale (1 km/hex) | +1 |
planetary scale (1,000 km/hex) | +2 |
inter-planetary scale (1,000,000 km/hex) | +3 |
system scale (1 LY/hex) | +4 |
stellar scale (1 parsec/hex) | +5 |
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Focus Limitations: Vehicle equipment is usually bought with a
Focus limitation, unless it is intrinsically a part of the vehicle.
It is possible to destroy vehicle foci without destroying the
vehicle (any vehicle power which can be destroyed without
destroying the vehicle should be bought as a focus). An Accessible
Focus (OAF/IAF) is outside the DEF of the vehicle, and gets the
amount of DEF indicated in the focus rules. Inaccessible Foci get
their own DEF plus that of the vehicle. Obvious Foci are
recognizable for what they are and the function they preform.
Inobvious Foci are hidden as part of the vehicle.
Space Limitations: Only vehicle equipment bought as foci normally
take this limitation. Equipment bought with this limitation
require internal space on the vehicle derived from the table below,
based on the real points in the power:
Item Space Limitation Bonus
No Space -0
Half Space (1 hex/15 real points) -1/4
Normal Space (1 hex/10 real points) -1/2
Double Space (1 hex/5 real points) -1
With this limitation, fractional hexes should be accounted if the
real cost of the equipment allows for 1/2 or 1/4 hex spaces.
Mass Limitations: Similar to the space limitations, an limitation
based on the mass of the equipment is available. For every hex of
space occupied by the equipment, apply this limitation. Further,
this limitation may be taken on DEF, at the option of the GM, and
can be used to simulate various types of technological armors.
Item Mass Limitation Bonus
No Mass -0
Quarter Mass (25 kg/hex) -1/4
Half Mass (50 kg/hex) -1/2
Normal Mass (100 kg/hex) -1
Double Mass (200 kg/hex) -1 1/2
Crew Limitations: Finally, the crew requirement for equipment will
vary depending on the size of the crew limitation taken. The crew
requirement is based on the real cost of the equipment before this
limitation is considered.
First Crewman Req. at Limitation Bonus
No Crew -0
Small Crew (45 real points) -1/4
Normal Crew (30 real points) -1/2
Large Crew (15 real points) -1
Full Crew (0 real points) -1 1/2
Add. Crewmen for every Additional Bonus
Normal Crew (15 real points) -0
Heavy Crew (10 real points) -1/4
Double Crew (5 real points) -1/2
The first part of the limitation indicates the base size of
equipment that one man can handle; for each limitation, the power
must have at least the real points listed. Taking the "0 real
points" limitation means that the device needs at least one
dedicated crewman, no matter what its size, while the "no crew"
limitation means that the device requires no dedicated personnel at
all. The second part of the limitation indicates how many
additional crewmen will be required above the initial crewman,
depending on how large the item is, and may only be taken if the
power exceeds the base limitation by the additional amount or more.
Duplicate Equipment: It is cheaper to buy the same piece of
equipment several times. For +5 points, the builder can double the
number of pieces of equipment; this number can be bought more than
once. However, these additional pieces of equipment still have
space and mass requirements, and crew as well, unless they are
intended to replace damaged or destroyed equipment from battle.
Movement
This is the actual ability of the vehicle to move. All
vehicles begin with 6" Running and a x2 non-combat multiplier.
Vehicles can buy additional movement according to the standard
rules.
Movement Type | Cost per 1" |
Base Move | Minimum Cost |
Running | 2 pts | 6" | ---- |
Flying | 2 pts | 0" | 10 points |
Swimming | 1 pt | 0" | ---- |
Gliding | 1 pt | 0" | 5 points |
Superleap | 1 pt | 0" | 5 points |
Swinging | 1 pt | 0" | 5 points |
Teleportation | 2 pt | 0" | 20 points |
Tunneling | 5 pt | 0" | 10 points |
Extra-Dimensional Movement | ---- | ---- | 20 points |
FTL Travel | ---- | ---- | 10 points |
Clinging | ---- | ---- | 10 points |
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All movement powers have a x2 non-combat multiplier for free, and
the non-combat multiple can be doubled for +5 points. Vehicles do
not have to pay END for the movement that they use.
A vehicle can accelerate or decelerate faster than 5-/phase by
buying Acceleration/Deceleration Multipliers for 5 points each, for
a movement power. Each multiple doubles the acceleration and
deceleration rate, and may be purchased more than once.
A vehicle can increase its turn mode (number of times per
phase the vehicle may turn) by purchasing 5 point levels with turn
mode. Vehicles with the Limited Maneuverability disadvantage may
not purchase these levels, however.
Vehicles can also be built with special modes of movement like
Extra-Dimensional Movement, Faster-than-Light Travel and Clinging.
These Powers are bought for a vehicle just as they would be bought
for a character.
Stalling: Flying vehicles normally have no stall velocity; that
is, they can hover in place or fly straight upward -- the flight is
effectively momentum-less. A vehicle with a Stall limitation on
its movement will have problems if it is not flying quickly enough
to exceed its stall velocity.
A vehicle which has stalled is considered to be non-combat
(half DCV), and will begin to fall normally. A skilled pilot
(Combat Pilot skill) can attempt to pull out of a stall by making
a skill roll.
If the Stall Velocity is half the vehicle's combat velocity,
this is a -1/4 limitation. If the Stall Velocity is the same as
the vehicle's combat velocity, then this is a -1/2 limitation.
Such a vehicle could only stay airborne at non-combat velocities.
Space vehicles may not take this limitation unless designed to fly
in atmosphere, and then the value is halved.
Limited Maneuverability: All vehicles, even those on the ground,
must use a turn mode when turning, like fliers in personal combat.
However, some vehicles are so unwieldy that they cannot turn around
in a Phase. Vehicles with this limitation can only make 2 equally
spaced turns (instead of 5) over the course of a Phase while moving
at combat velocity. When moving non-combat, such a vehicle can
only make 1 turn over the course of the phase.
Limited Maneuverability is a -1/4 limitation.
Example: Our ship should have decent engines, so we buy 35"
of flight, 1000 km scale modifier, OIF, normal space, normal mass,
no crew. 210 active, 70 real. We sell back the 6" of running,
since if the main engine goes, it should be stopped. We want FTL
capability, so we build our "jump drive": 1 LY/day FTL, OIF,
normal space, normal mass, no crew, limit 7 LY per use (-1/2),
requires 1 week of time per use (-1/2), 28 active, 7 real.
Communications/Sensors
External sensors may be bought as Clairsentience with the
appropriate Enhanced Senses. External sensors may be bought with an
Activation Roll to reflect imperfect coverage. Sensors for the
interior are bought similarly, although the Partial Coverage
limitation might be applied if not all of the vehicle is under
surveillance. Sensors can function as Security Systems, and may be
disabled with a successful Security Systems roll.
FTL sensors are purchased in the same way, but with the
advantage indirect (same location firing away) and one of two
Transdimensional options:
Option 1: FTL moving point to stationary point or stationary point
to stationary point, both at FTL speeds. This uses the "single
dimension" advantage of Transdimensional.
Option 2: FTL moving point to FTL moving point, communication at
FTL speed. This uses the "related dimensions" advantage of
Transdimensional.
Further, FTL non-instantaneous communication would have a
limitation which describes moving the delay down the time chart,
probably best done with variable limitation. "Variable: delay
increases with distance between speakers", probably with a -1
limitation (if average delay is 5 minutes).
Example: Our ship needs a radio for communication; one high
range radio hearing, OIF, normal space, normal mass, no crew, 10
active, 3 real, and clairsentience with it and normal sight,
1000000 km scale modifier, OIF, normal space, normal mass, no crew,
100 active, 33 real. We decide that FTL communications are a
higher technology than we want the players to have.
Computers
The use of computers on a vehicle is an important one;
computers allow the use of fewer crew than a vehicle requires, by
reserving a task for the purpose of improving the function of the
crew with the vehicle. That then, translates into every
significant vehicle function requiring some computer interaction.
A computer can perform a number of tasks in each of its phases
equal to its INT/5. So, a 0 point 10 INT, 10 DEX, 2 SPD computer
can handle two tasks in each of two phases per turn. If one of its
tasks is required to handle crew interfacing, then it can only do
one other thing each phase.
Some examples of skill uses:
Combat Pilot (allows computer to pilot vehicle in combat)
Navigation (allows computer to plot FTL courses)
Security Systems (an anti-theft program for the vehicle)
System Operations (allows computer to operate sensors/comm)
Trading (assists crew in selling/buying cargoes)
Traveler (library information database)
TF: Space Vehicles (generally required?)
AK: (generates library, trade and navigation info)
The relevant "programs" for each of these allow non-computer
programmers to use the computer skill packages. Each such program
would cost 1 point, and would require an additional task from the
computer (the program and the skill it is accessing).
Note that automatons with built-in computers may serve as
vehicular computers (for example, R2-D2(tm) from Star Wars(tm), in
Luke's X-wing(tm) fighter, trademarks used without permission).
Example: Our ship computer needs to give enough power to the
pilot to allow him to handle everything himself (even firing the
laser). So, we dedicate two computer tasks to crew functions, and
buy a 20 INT for the computer. Since we still have two tasks
remaining, we buy some skills for our computer: Navigation, System
Operations, TF: Space Vehicles, Familiarity with Combat Pilot; and
three programs: Plot FTL course, Autopilot, and Sensor Scan/Alert.
Total cost: 22 active, 7 real (OIF, normal space, normal mass, no
crew).
Defenses
Special defenses may also be purchased for the vehicle, such
as Lack of Weakness, Power Defense, Mental Defense and Hardened
Defenses. The vehicle could also purchase Force Field, Force Wall,
Invisibility, etc. A vehicle could even buy Desolidification,
although this would only be bought in special cases.
Limited Coverage: It is possible to buy defenses that protect the
vehicle only from attacks from a certain direction. The limitation
is determined according to the size of the arc, with the hex sides
protected being connected:
Coverage Protects Limitation
60 degrees (one hex side) -1
120 degrees (two hex sides) -3/4
180 degrees (three hex sides) -1/2
240 degrees (four hex sides) -1/4
Further Modifiers:
only on same horizontal level -1/4
coverage does not protect passengers -1/2
(motorcycles/skateboards)
Labs and Skills
Vehicles can have laboratories. Labs help characters do
research, analyze data about strange events, encounters and
discoveries. Labs needn't be limited to sciences; a vehicle could
have a lab stocked with Disguise equipment, or lockpicking tools.
All of these would use the same rules as laboratories.
To build a lab, the builder should simply buy the appropriate
skill. This skill could be a Familiarity for poor labs, or could
be bought up for better ones. When a character wants to use the
lab, he uses the lab's roll as a complementary roll to his own
roll. The base roll for a lab is always 11-, since labs have no
characteristics. Of course, the lab only helps if the character
has the skill in the first place.
A computer could control the laboratory, although it must have
the skill to use it. The computer would also need Extra Limbs, a
robot or a person in the lab to help the computer use the facility.
Life Support
Life Support is one of the more common Powers bought for a
base or vehicle. It is often bought with the Limitation Costs END.
This means that he Life Support must be turned on and that it must
be hooked up to an END Reserve (or have some other power source).
Note that the various life supports are for the whole ship, and not
specific individuals. The special effect of that is that if
radiation and disease penetrate the armor somehow, the life support
no longer protects against it.
This is fairly simple; most vehicles will have self-contained
breathing, no need to eat/excrete/sleep (the vehicle's bathroom,
dining and sleeping facilities), SF: intense heat/cold, SF:
vacuum/high-pressure, immunity to radiation and disease (27
points). Some vehicles will not have all or some of these, as the
functions are dealt with by having crew in survival suits, etc.
Example: Our ship needs life support, so we give it
self-contained breathing, SF: intense heat/cold, SF: vacuum/high
pressure, immunity to radiation and disease and no need to
eat/sleep/excrete, OIF, normal space, normal mass, no crew; 27
active points, 9 real.
Power Plants
If a vehicle requires a power plant, there is no cost for
normal lighting, etc. It is assumed to have internal generators
for such. If the vehicle has equipment and weapons, then an END
Reserve should be purchased for the vehicle.
Example: To power our laser, we install an END Reserve (+9
REC, +10 END), OIF, normal space, normal mass, no crew; 10 active,
3 real.
Weapons
Vehicle weapons will vary from campaign to campaign, using
various technological designs derived from the campaign setting.
A list of these could be as varied as listing possible CHAMPIONS
characters for character generation.
Slow Missile: Slow missile attacks do not reach their target until
the end of the last segment of the phase in which the attack is
fired; this allows them to be fired on before they strike their
target. Firing at a Slow Missile counts as a defensive Action, so
someone could abort their next phase to fire at the Slow Missile.
The DCV of the Slow Missile is equal to the OCV with which it
was fired (using velocity-based DCV is not recommended). Attacks
against the missile are made at the most advantageous hex for the
attacker, in a straight-line path between where the attack started
the segment and where the attack will end the segment. Any attack
which does at least half as many dice of damage as the Slow Missile
does will destroy the Slow Missile; lesser attacks will have no
effect.
A Slow Missile moves every segment, at a rate determined by
the value of the limitation placed on the Slow Missile. The base
-1/2 limitation gives a movement rate equal to the range of the
attack (active points x 5) divided by the total time required to
travel that distance (one full phase for a SPD 2 character, or six
segments). That base movement rate may be then modified by moving
the time required to move its full range down the time chart, with
an additional -1/4 limitation for every level. The base movement
rate may be increased by increasing the maximum range of the attack
(use the Increased Maximum Range advantage).
Limited Arc of Fire: Vehicle weaponry can also be bought with a
special limitation, Arc of Fire. A weapon with this limitation
cannot fire in all directions; instead, it can only fire in certain
zones. The limitation bonus is based on the size of the arc.
Vehicle weapons can also receive a limitation if it can only
fire at targets at the same horizontal level. For example, a
vehicle weapon with this limitation would not be able to fire at a
flying target if the vehicle were on the ground.
Arc of Fire Covers Limitation
single hex row -3/4
60 degrees (one hex side) -1/2
180 degrees (three hex sides) -1/4
Further Modifiers:
only on same horizontal level -1/4
Example: Since space travel can be hazardous, we want our
players to have a fighting chance. We install a laser turret (3d6
RKA, AP, autofire(5), 1000 km scale modifier, OIF, normal space,
normal mass, no crew) that can fire in a 360ø arc; 180 active, 60
real. Total cost of the vehicle: 260 real points.
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Vehicles have a number of internal hexes equal to half their
external hexes. All foci require a number of hexes based on their
space limitation, if any. In addition, the following items may
require space:
Basic Controls
Unless the vehicle is small enough to have no crew size
requirement (either from the Vehicle Size Table or reduced by a
computer), Basic Controls for a vehicle require a half-hex of
internal space for every three levels of additional size the
vehicles has.
Crew Space
Each crew member requires one-half hex of internal space,
assuming that eating, sleeping and waste facilities are provided in
a personal suit or elsewhere (another vehicle or base). If the
vehicle has the "no need to eat, sleep or excrete" life support
power, each crew member requires three hexes of internal space.
Don't assume that every crew member gets three hexes of living
space; most will not. The excess is used for command and officer
space, dining and communal living areas, and the like.
Passengers should be allotted six hexes of internal space each
in a vehicle that has the "no need to eat, sleep or excrete" life
support power; this provides for one hex of cargo per passenger, a
two or three hex room, and passenger areas in the vehicle (although
some may be combined with crew living areas). In a vehicle without
that life support power, passengers require only one-half hex of
internal space, and cargo must be allotted separately.
Labs and Skills
Laboratories always require at least two hexes of internal
space, and require more if more than one person can use the
laboratory at the same time; roughly two hexes for each person who
can use the laboratory simultaneously.
Carried Vehicles
Often, vehicles will carry other vehicles. If this is done as
cargo, and the vehicles are not capable of functioning while being
carried, then they require an amount of internal space equal to
their external area x 1.25. If they can be used while being
carried, the vehicle requires double its external space. If more
than one of the same vehicle are being carried and are usable, the
additional vehicles only require 1.5 x their external area.
Further, the main vehicle will have to provide internal space
for the crew of the carried vehicles, unless those vehicles have
the "no need to eat/excrete/sleep" life support AND provide the
proper amount of internal space for their crew.
Cargo
Large, bulky items will require an amount of internal space
equal to their external area x 1.25. Cargo can be declared, but if
passengers are on board and the vehicle has the "eat/sleep/excrete"
life support, 1 hex of internal space per passenger (allotted under
Crew Space) will be cargo area.
Example: Our ship requires 18 hexes for powers and 42 hexes
of living space for the pilot and six other people (including 1 hex
of cargo per person), leaving 4 hexes of space for additional
cargo, or perhaps (eventually) a small carried vehicle.
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Can't Land
This disadvantage is used for a vehicle with a hull which is
designed to withstand engine thrust, but not to support itself on
the ground or take the heat and stress of entering atmosphere.
Although the vehicle can't land on planets, it may dock at space
stations. Characters aboard the vehicle who wish to get to a
planet's surface must use carried vehicles or teleporters.
Circumstances Disadvantage Value
Landing destroys 1/2 the vehicle's BODY 5 pts.
Landing destroys vehicle, but contents are safe 10 pts.
Landing destroys vehicle and its contents 15 pts.
Distinctive Features
A vehicle that is particularly distinctive can have the
Distinctive Features Disadvantage.
Limited Fuel
Normally, vehicles have unlimited fuel. Vehicles which need
refueling frequently should take the Limited Fuel disadvantage.
The position on the time chart determines the bonus, as shown
below. If a vehicle exercises fuel conservation measures such as
using less engine thrust and coasting more, shutting down all
nonessential systems and so forth, the fuel will last twice as long
as the time listed. Conversely, if a vehicle is frequently in
combat, overloaded or damaged, it may use fuel at twice the normal
rate or even faster, at the GM's option.
Time before Refueling Disadvantage Value
One Month 5 pts.
One Week 10 pts.
One Day 15 pts.
If fuel is hard to obtain, the bonus increases:
Very Common Fuel +0 pts.
Common Fuel +5 pts.
Uncommon Fuel +10 pts.
Rare Fuel +15 pts.
Very common fuels are easily obtained on many planets, such as
water or hydrogen. Common fuels, such as plutonium or rocket fuel,
are easily bought on any planet with space travel. Uncommon fuels
are expensive or hard to obtain, such as antimatter or neutronium.
Rare fuels are extremely expensive, or have perhaps just a few
sources over a great distance, like dilithium crystals.
Mystery Disadvantage
Something is wrong with the vehicle, and the builder doesn't
know about it. This is a way for a GM to add suspense to a
vehicle; once the characters find out what the disadvantage is, it
may become a normal disadvantage, or it may change. Some old
"lemon" vehicles have so many problems that as soon as one problem
is fixed, another appears.
Slow Starter
Vehicles with this disadvantage have engines which must warm
up before they are usable. Until the start-up time has elapsed,
the vehicle's movement cannot be used, and the vehicle's END
Reserve(s), if any, are unusable.
Start-up Time Disadvantage Value
1 turn 5 pts.
per additional move down time chart +5 pts.
Unluck
The vehicle is a nexus for unfortunate events. Equipment
malfunctions, computer problems, weapons fire by accident, etc.
Vulnerability
The vehicle is particularly vulnerable to certain types of
attacks.
Watched
Many vehicles are watched by some organization or group. This
can even be part of the deal that enables the vehicle to be built
in the first place. Traveller's Scout Service often issues former
members vehicles with this disadvantage.
Example: Our ship is a total of 260 points; we take 60 points
of disadvantages, to offset the cost of the ship. We take a
Distinctive Feature (a transponder ID that identifies the ship to
all around it, but can be concealed if pirates threaten), worth 10
points. This class of ship was designed with a poor ventilation
system that causes the ship to smell bad after several days, so
another Distinctive Feature worth 10 pts. This class of ship has
a reputation, primarily because of the nice weaponry but also
because of its government construction, worth 5 points. It takes
a minute to get the engines going, because it is a Slow Starter,
another 10 points. The ship requires a fairly common fuel and will
go for a month before refueling, 10 more points. And, finally, in
this case the ship is surplus government material, so while the
players don-t have to make regular payments on it, they could be
called up in wartime, and have to turn logs over to the Imperial
Scout Service. That Watched is worth 15 points (because foreign
and planetary governments will also be watching our players), for
60 pts. in disadvantages. That leaves 200 points in vehicle, or 40
character points to be paid from somewhere.
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Vehicle movement and combat is handled similarly to character
movement and combat. It is possible to have a combat between
several characters with vehicles or a mixed group of vehicles and
pedestrians without breaking a sweat. These rules apply mainly to
heroic-style campaigns.
Vehicle Movement
Vehicles have a base movement in inches. This movement is the
number of inches that the vehicle can move at combat velocity in a
single phase; a vehicle can move more quickly if the driver or
pilot is willing to move noncombat. The phases that a vehicle can
move is based on its SPD, just like a character.
A vehicle's effect combat SPD is equal to the vehicle's SPD,
or the driver's SPD, whichever is lower. If the vehicle is driven
at this SPD or lower, then it has normal turn modes. In addition,
the vehicle could receive a DCV bonus if the driver has Combat
Piloting or Combat Driving skill, whichever is applicable. In this
case, the driver should act at the same time as the vehicle, or
hold his action so that he always has an action ready to direct the
vehicle.
If the driver wants to move the vehicle at a higher SPD than
his own, then the vehicle is considered to be noncombat. This
means that it is harder to turn, and may well be easier to hit.
The driver can only adjust the vehicle's direction or velocity when
he has an action. On segments when only the vehicle has an action,
it repeats the driver's last action. A vehicle can never move at
a SPD higher than its own (a vehicle can only be so responsive).
Attacking a Vehicle
Vehicles have an effective DEX equal to their DEX or their
driver's DEX, whichever is lower. Determine the vehicle's base DCV
by using its effective DEX, or optionally, this base DCV can be
determined by the vehicle's velocity (see Movement, p.142 of the
rules).
If the vehicle's driver has Combat Driving or Combat Piloting
(whichever is applicable), then the vehicle receives its full DCV
against incoming attacks; if the vehicle's driver does not, then
the vehicle's DCV is half normal, regardless of whether the vehicle
is traveling at combat or noncombat velocity. The driver for a
vehicle does not have to be a character; it could be a computer
with proper programs or an artificial intelligence, or even a
living animal. In any case, the vehicle's DCV is determined as
above. In such cases, the vehicle would control its own movements
according to its DEX and SPD; any characters onboard can act on
their own phases.
Vehicle Combat
It is not always best to play out vehicular combat on a hex
map. This is because vehicles move extremely quickly, and are
often "off the map" in only a matter of segments. Similarly, a
running chase between two vehicles can be extremely tedious to
manage using a map.
GMs who want to simplify combat can keep track of the distance
between the two vehicles. An important value for this is the total
velocity a vehicle can use in a single turn:
MAX = SPD x movement in hexes x non-combat multiples x scalemodifier
A driver would be able to change the distance between the
vehicles or lose a pursuer by making a Skill vs. Skill roll.
Intercept combat should be used when the vehicles involved are
at long range, which extends from the total of the combined
velocities of the fastest vehicle on each side, to the point at
which the vehicles are no longer able to detect each other using
their sensors. Dogfight combat occurs when vehicles are within a
range of the total of the combined velocities of the fastest
vehicle on each side, until one side escapes from the Dogfight.
Use Intercept Combat and Dogfight Combat as laid out on pp. 193-195
of the rules.
Damage to Vehicles
Whenever a hit penetrates the defenses of the vehicle, roll on
the Vehicle Hit Location Table to see what was affected by the
damage:
- Basic Controls/Computer
If there is no computer, the basic controls are automatically
affected by the attack. If the vehicle does have a computer,
roll randomly to see which of the basic controls or computer
is affected. If the basic controls are inoperable due to the
activation roll below or destroyed, the vehicle cannot be
maneuvered. If the computer is inoperable and was being used
to cover crew tasks, raise all computer tasks one level of
difficulty (normal, difficult, extremely difficult, sheer
folly), as noted on p. 18 of the rules.
- Sensors
Determine one sensory power that is affected, highest active
power first. If the vehicle has clairsentience with some of
its sensors, the clairsentience will be affected last. If the
vehicle has no purchased senses, then the crew/passengers
cannot see or hear from outside the vehicle. If this does not
agree with the special effect of the vehicle (skateboard,
motorcycle, jeep), count as a crew or passenger hit (see
below).
- Movement/Fuel
If more than one type of movement is available to the vehicle,
the highest active point movement power is damaged first. If
the vehicle has the Limited Fuel Disadvantage, move the
refueling time requirement down the time chart one level per
BODY done.
- Crew/Passengers
The damage is spread among the crew and passengers. All
characters onboard the vehicle must make a CON roll (or an
applicable skill roll, at the GM's option) to avoid taking the
number of BODY done as a normal attack of that number of dice.
- Cargo/Carried Vehicles
The penalties below are for the use of the cargo or carried
vehicles. If there is no cargo or carried vehicles, then apply
as a crew/passenger hit (see above). Otherwise, if both cargo
and carried vehicles are available, determine randomly. Apply
the damage to the BODY of the cargo; carried vehicles will
have their own DEF they may apply the damage to. However,
carried vehicles must apply the activation roll shown below to
any attempt to launch from the mother vehicle.
- Other Vehicle Powers
Select the power in order of active points, highest first; if
there are no other vehicle powers, then reroll on the Vehicle
Hit Location Table. Powers in a focus will get their DEF
against the BODY.
Keep track of the number of BODY each system takes
individually, for impairing or disabling purposes (see below).
Powers in a focus are damaged and destroyed as per the normal
rules.
Any further uses (course changes, continued use of the
computer as crew movement) of the affected system require an
activation roll, as under the Ablative limitation. Start at 15-;
each failure moves the roll down one level on the table. A
character may attempt to fix the problem, with the relevant skills
(GM's decision). A successful roll moves the activation roll up
one level or repairs the system completely; a failure moves the
activation roll down one level. As the activation roll grows
worse, the GM should assign penalties for attempts to repair the
system; difficult, -1 to -3, extremely difficult, -3 to -5, and
sheer folly, -5 or more.
Rather than an activation roll, the GM may opt to lower the
effectiveness of the system; sensors/weapons get reduced range,
movement decreases, and so on. The activation roll was used
because it was, in my opinion, the closest game mechanic to this in
the system.
Called Shots: Called shots may be made against any of the six
specified locations on the Vehicle Hit Location Table, but such
shots have a penalty of -8 to OCV.
Impairing: If a vehicle system takes an amount of BODY damage
equal to half the vehicle's BODY, it is impaired. An impaired
system is unusable for a period of time as determined on the
Impairment Time Table on p.164 of the rules. Characters with
relevant skills (GM's decision) may attempt to fix the system,
which gives it an activation roll of 15- (damaged but fairly
usable). If the vehicle does has a maintenance crew elsewhere (see
Vehicle Crew Requirements, above), then once a system is impaired,
the vehicle crew may not attempt further repairs.
Disabling: If a vehicle system takes an amount of BODY damage
equal to the total BODY of the vehicle, it is disabled. A disabled
system is completely unresponsive, but may be repaired to Impaired
by a character with the relevant skills (unless the vehicle's
maintenance crew is elsewhere; see Vehicle Crew Requirements,
above).
System Breakdown
If a vehicle comes under attack and is damaged internally,
that internal damage will cause more damage. For every 5 BODY
lost, the vehicle will take one attack internally of 1d6 to a
system selected above. This damage may be stopped by appropriate
character rolls as determined by the GM; once the vehicle has
fallen below 0 BODY, breakdown damage cannot be stopped unless the
vehicle is no longer under attack. Vehicles without their
maintenance crews may not try to prevent system breakdown.
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