Vehicle Statistics
Vehicle profiles look a little different to those of an NPC, and attacks against them are also resolved differently.
- Armour: The first figure is the vehicle's front armour, which is applied to any attacks coming from the front. The second figure is the vehicle’s side and rear armour, which is typically lower. If there is any doubt as to where an attack hits, the GM decides.
- Speed: How fast the vehicle moves. Vehicles can have a Speed of Swift, meaning they can travel up to 3 Zones with their Move.
- Crew:
How many crew are required to operate the vehicle. If insufficient crew
remain in a vehicle and it moved during its last turn, it goes Out of Control. Crew always includes the driver.
- Passengers: How many additional Size Medium creatures the vehicle can hold. Depending on the vehicle, passengers may be able to act as crew should this be required.
- Size: The Size of the vehicle.
Attacks against vehicles
Attacks against vehicles work slightly differently than Making an Attack against characters. Melee attacks made against vehicles are not opposed unless the vehicle’s profile states otherwise. Ranged attacks work as normal, though a vehicle taking Evasive Manoeuvres (see below) may apply an SL penalty to ranged attacks made against it.
Damage Against Vehicles
Vehicles do not have a Wounds score. Any attack that penetrates a vehicle's Armour causes a roll on the Vehicle Critical Hit Table below. Each point of additional Damage above the vehicle’s Armour adds +1 to this roll.
Control Tests
Some results on the Vehicle Critical Hit Table require the Driver to make a Skill Test. The difficulty varies by result, and the Test is made using the Pilot Skill or appropriate Specialisation. If the Test fails, the vehicle goes Out of Control.
Out of Control
If
a vehicle goes Out of Control, on the Driver’s next turn its movement
is decided randomly. If this would result in the vehicle entering a Zone
it could not normally enter, it crashes, coming to a complete stop.
Crew and Passengers take a 1d10 Damage hit to a random Hit Location.
Vehicle Actions
Vehicles act on the driver’s turn, and most normal Actions — such as driving from one Zone to another — should not call for a Pilot Test. The Actions below all require a Pilot Test of some kind. The Difficulty is specified alongside the Action, and any consequences for failure beyond the Action simply not happening are described in the Action description.
Evasive Maneouvres
Difficulty: Varies
The Driver takes evasive manoeuvres, dodging, weaving, and generally making the vehicle a more difficult target to hit. The Driver makes a Pilot Test. On a successful Test, the SL achieved are subtracted from ranged attacks made against the vehicle until the Driver’s next turn. The Difficulty of this Test is based on the vehicle's handling and how fast it is currently travelling.
Evasive Manoeuvers | |
|---|---|
| Speed | Difficulty |
| Slow | Difficult (-10) |
| Average | Challenging (+0) |
| Fast+ | Average (+20) |
Ram
Difficulty: Challenging (+0), opposed by the target's Dodge or Pilot.
The Driver attempts to ram an enemy. The Driver must be able to enter the Zone their target is in. Treat this as a melee attack, though characters on foot can only oppose it using their Reflexes (Dodge) Skill. If the vehicle is size Large or greater, the attack benefits from the Spread Trait. If made against a vehicle, both the target and the ramming vehicle take Damage. Damage to the ramming vehicle is always resolved against its front Armour.
| Vehicle Ram Damage Table | |
|---|---|
| Vehicle Size | Damage |
| Small or below | 1 |
| Medium | 5 + SL |
| Large | 10 + SL |
| Enormous | 15 + SL |
| Monstrous | 20 + SL |