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Vehicle Weapons

Vehicle weapons share a number of characteristics. These weapons are very similar to those found in Part I–Chapter 5: Equipment (page 82), with some differences.

 Range: This is the maximum range of the weapon. Vehicle-mounted weapons use an additional range band for distances—strategic—as described in Planetary Scale versus Personal Scale, on page 224.  Damage: This number is the base damage the weapon inflicts with a successful attack. For every s generated during the attack, the attacker adds +1 damage to the base damage. Unless a vehicle weapon has the Personal Scale quality (see Planetary Scale versus Personal Scale, on page 224), remember that each point of damage from a vehicle weapon is equivalent to ten points of damage on the personal scale.  Critical Hit Rating: Vehicles suffer Critical Hits rather than Critical Injuries, and this rating is the number of a required to trigger a Critical Hit on a vehicle with the weapon. If enough a is generated and a Critical Hit is triggered, the character firing the weapon rolls 1d100 on Table III.2–19: Critical Hit Result on page 230, to determine the Critical Hit’s effect on the target. Some weapons and talents modify this Critical Hit roll, potentially making it more or less effective. In addition, a character can only generate one Critical Hit per hit on a target. However, if the roll generates enough a to result in multiple Critical Hits, the character can choose to add an additional +10 per additional Critical Hit to the roll result.  Fire Arc: The direction or directions a weapon can be fired, based on its mounting. These are specified in individual vehicle profiles, and are generally a narrative constraint rather than a hard mechanical limitation. For instance, a forward-mounted weapon cannot fire on a target behind the vehicle, but a turret-mounted weapon can rotate to fire at any target not obstructed by the vehicle’s hull.  Special Qualities: Many weapons have additional item qualities that affect their performance. Descriptions of these special effects are found on page 86 of Part I–Chapter 5: Equipment.

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