Perform a Combat Check with Vehicle Weapons
Pilot Only: No
Silhouette: Any
Speed: Any
This is similar to the perform a combat check action, on page 101, with some minor differences in implementation due to the differences between vehicles and individuals. These differences are described below:
• Each weapon on a vehicle may be fired a maximum of once per round.
• Targets must be within the firing arc of the weapon, as determined by the relative position of vehicles (and the GM’s discretion).
• Although the attack difficulty is still based on the range to the target (see page 102 and Table I.6–1: Ranged Attack Difficulties), vehicle rules do add the sixth—strategic—range band. Attacks made at strategic range have a difficulty of Formidable (d d d d d ). Also, vehicles have wide variance in silhouettes, so you should be sure to use the Size Differences (Silhouettes) rules on page 109.
• Most weapons on vehicles deal damage on planetary scale, meaning each point of damage is the equivalent of ten points of damage on a personal scale.
• When a vehicle suffers damage, it reduces that damage by its armor, to a minimum of 0. Any remaining damage is applied to the vehicle as hull trauma.
Silhouette: Any
Speed: Any
This is similar to the perform a combat check action, on page 101, with some minor differences in implementation due to the differences between vehicles and individuals. These differences are described below:
• Each weapon on a vehicle may be fired a maximum of once per round.
• Targets must be within the firing arc of the weapon, as determined by the relative position of vehicles (and the GM’s discretion).
• Although the attack difficulty is still based on the range to the target (see page 102 and Table I.6–1: Ranged Attack Difficulties), vehicle rules do add the sixth—strategic—range band. Attacks made at strategic range have a difficulty of Formidable (d d d d d ). Also, vehicles have wide variance in silhouettes, so you should be sure to use the Size Differences (Silhouettes) rules on page 109.
• Most weapons on vehicles deal damage on planetary scale, meaning each point of damage is the equivalent of ten points of damage on a personal scale.
• When a vehicle suffers damage, it reduces that damage by its armor, to a minimum of 0. Any remaining damage is applied to the vehicle as hull trauma.
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