Vehicle Components
Most vehicles have a number of components, and these
components can be damaged. We list the components
and describe what happens when they become damaged
(generally from a Critical Hit) here:
Brakes: If a vehicle’s brakes are compromised, its pilot cannot perform the decelerate maneuver. The vehicle can still coast to a stop over a long distance, or stop by colliding with something.
Defenses: If a vehicle’s defenses are compromised, reduce its defense to 0.
Hull: If a vehicle’s hull is compromised, its armor becomes 0.
Navigation: If a vehicle’s navigation is compromised, its handling becomes –3 (unless already lower).
Propulsion: Propulsion in any form is what moves a vehicle. If a vehicle’s propulsion is compromised, its pilot cannot perform the accelerate maneuver, and its current speed drops by one each round, to a minimum of 0.
Weapons: Some vehicles are armed with one or more weapons. If a weapon is compromised, it cannot be used (see Item Maintenance, on page 89).
Repairing components requires a Mechanics check. Often the difficulty is determined by the severity of the Critical Hit; otherwise, it should be Average (d d) or Hard (d d d ), at you, the GM's, discretion.
Brakes: If a vehicle’s brakes are compromised, its pilot cannot perform the decelerate maneuver. The vehicle can still coast to a stop over a long distance, or stop by colliding with something.
Defenses: If a vehicle’s defenses are compromised, reduce its defense to 0.
Hull: If a vehicle’s hull is compromised, its armor becomes 0.
Navigation: If a vehicle’s navigation is compromised, its handling becomes –3 (unless already lower).
Propulsion: Propulsion in any form is what moves a vehicle. If a vehicle’s propulsion is compromised, its pilot cannot perform the accelerate maneuver, and its current speed drops by one each round, to a minimum of 0.
Weapons: Some vehicles are armed with one or more weapons. If a weapon is compromised, it cannot be used (see Item Maintenance, on page 89).
Repairing components requires a Mechanics check. Often the difficulty is determined by the severity of the Critical Hit; otherwise, it should be Average (d d) or Hard (d d d ), at you, the GM's, discretion.
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