Vehicle Areas

Vehicles that are Colossal or larger have different interior areas that break up the mass of the vehicle. An attacker may make a Called Shot to target one of these areas for an attack and if successful make a direct hit against it, however, the Reflex Defense of the ship is increased against Called Shots. The standard Colossal Vehicle areas are listed below.
  • Cargo Hold. +5 Reflex Defense.
  • Central Mass. +5 Reflex Defense.
  • Cockpit. +10 Reflex Defense.
  • Crew Quarters. +5 Reflex Defense.
  • Landing Bay. +5 Reflex Defense.
  • Mechanic Bay. +10 Reflex Defense.
  • Medical Bay. +10 Reflex Defense.
  • Vehicle Dock. +10 Reflex Defense.
The following list of Specialty Vehicle Areas is exclusive to the [Cruiser] or larger Colossal ships.
  • Armory. +10 Reflex Defense.
  • Barracks. +3 Reflex Defense.
  • Bridge. +5 Reflex Defense.
  • Weapon Batteries. +2 Reflex Defense.

Vehicle Area Conditions

When a Vehicle Area Called Shot is successful the vehicle takes half damage and the targeted area moves -1 on its condition. The Seven condition steps for Vehicle Areas are listed below.
  1. Normal. Normal.
  2. Messed Up. All crew members in the area when it's damaged must make a DC 10 Acrobatics check or be knocked prone.
  3. Wrecked. This area of the vehicle is considered Difficult Terrain, all crew members in the area when it's damaged must make a DC 15 Acrobatics check or be knocked prone.
  4. Damaged. This area of the vehicle is considered Difficult Terrain, all crew members in the area when it's damaged must make a DC 20 Acrobatics check or be knocked prone. The character also takes 2d10 Unstoppable Damage on a failed check.
  5. Demolished. This area of the vehicle is considered Difficult Terrain, all crew members in the area when it's damaged must make a DC 25 Acrobatics check or be knocked prone and dazed for a turn.
  6. Ruined. The area of the vehicle is considered Difficult Terrain, all crew members in the area when it's damaged must make a DC 25 Acrobatics check or be knocked prone and dazed for a turn. All checks made in this area are made with Disadvantage. If the check is failed by 10 or more the crew member is at risk of being crushed by debris.
  7. Destroyed. The area of the vehicle is destroyed and depressurized all crew members in the area at the time of destruction must make a DC 30 Acrobatics check with Disadvantage to avoid being sucked out of the ship.

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