Devastating Vehicle Trauma

When vehicle weapons with the [Devastator] descriptor inflict a critical hit on their target they get to roll a d100 + all relevant bonuses and consult the following table to determine the Devastating Trauma the vehicle takes from the attack.

Tier I Devastating Vehicle Trauma

  • 01-09 Mechanical Stress: The vehicle moves -1 on the Condition Track.
  • 10-18 Jostled: A small explosion or impact rocks the vehicle. All crew members are knocked prone or thrown from their seats. If the vehicle is a non-enclosed vessel the pilot and rider(s) must make an Acrobatics (Str) check DC 15 to stay on their vehicle; or they may make an Acrobatics (Dex) check to tuck and roll off the vehicle, the damage they take is dependent on the result of their check(s).
  • 19-27 Losing Power to Shields: The vehicle’s Shield generator condition moves a persistent -1. If the vehicle has no shields, it moves -2 on the vehicle’s Condition Track.
  • 28-36 Knocked Off Course: A particularly strong blast or impact sends the vehicle careening off in a new direction. On their next turn, the pilot cannot execute any Maneuvers and must make a Piloting check to regain control. The difficulty of this check depends on the vehicle's current Speed.
  • 37-45 Tailspin: The vehicle is thrown into Disarray for one turn.
  • 46-54 System Hit: The condition of one system of the attacker's choice moves -2, and is treated as Destroyed until the end of the following round.

Tier II Devastating Vehicle Trauma

  • 55-61 Shields Failing: The vehicle’s shield generator condition moves a persistent -2. If the vehicle has no shields, it moves -3 on the vehicle’s Condition Track.
  • 62-67 Hyperdrive Haywire: The hyperdrive’s condition moves a persistent -3. If the vehicle is without a hyperdrive, the vehicle or ship's computer systems fail, leaving it flying or driving blind, unable to tell where it is or where it's going.
  • 68-73 Power Fluctuations: The vehicle is beset by random power surges and outages. The vehicle is scrambled for 1 round.
  • 74-80 Flooded Sublights: The Sublight engines are flooded with fuel and need to cycle. The ship is Stalled for 1 round.

Tier III Devastating Vehicle Trauma

  • 81-86 Shields Down: The vehicle’s shield generator condition moves a persistent -6. If the vehicle doesn’t have any shields it moves -6 on the vehicle’s Condition Track.
  • 87-94 Engine Damaged: The ship’s Sublight engine condition moves a persistent -4.
  • 95-100 Network Damage: The wiring of the ship has been damaged. All of the ship’s electrical systems are haywire.
  • 101-108 Destabilized: The vehicle's structural integrity is seriously damaged. Reduce the vehicle's Damage Resistance and threshold to half their original values until repaired.
  • 109-117 Engines Down: The vehicle's Sublight engines are stalled and the maximum Speed is reduced by 2.
  • 118-126 Major System Damage: One system of the attacker's choice is heavily damaged, and its condition is moved a persistent -6.

Tier IV Devastating Vehicle Trauma

  • 127-133 Major Hull Breach: A huge, gaping tear is torn in the ship's hull and it depressurizes. For vehicles of Large size or smaller depressurize instantly. Vehicles that are Huge & Gargantuan in size depressurize in a number of rounds equal to the ship's Consitution modifier. Vehicles of Colossal size or larger tend to be highly compartmentalized and have many safeguards against depressurization. However, if these systems are offline the ship will depressurize in a number of rounds equal to double the ship’s Consitution modifier. Vehicles operating in an atmosphere can better handle this, however, the huge tear still inflicts penalties, causing the vehicle to suffer the Destabilized trauma instead.
  • 134-138 Shield Overload: The ship's shield generator completely fails. Decrease the shield’s condition to Destroyed and the ship moves -3 on its Condition Track. If the ship or vehicle has no shields, they lose a quarter of its DR and Thresholds and move -7 on its Condition Track.
  • 139-145 Systems Knocked Offline: The ship is left crippled after a heavy impact and treated as though it’s ensnared for 1d3 rounds.

Tier V Devastating Vehicle Trauma

  • 146-151 Fire!: Fire rages through the ship. The vehicle immediately moves -9 on its Condition Track, and anyone caught in the fire takes 1d4 fire damage. A fire can be put out with some quick thinking and appropriate skill. Once going, a fire takes 2 Full-Round Actions to extinguish in one area of the ship.
  • 152-155 Breaking Up: The vehicle has suffered so much damage that it begins to come apart at its seams, breaking up and disintegrating around the crew. At the end of the following round, the ship is completely destroyed and the surrounding environment is littered with debris. Anyone aboard the ship or vehicle has one round to get to an escape pod, bailout, or dive for the nearest hatch before they are lost.

Tier VI Devastating Vehicle Trauma

  • 156+ Vaporized: The ship or vehicle is completely destroyed, and consumed in a particularly large and dramatic fireball. Nothing survives.

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