Vehicle Combat: Difference between revisions
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===Dealing Damage=== | ===Dealing Damage=== | ||
Weapons on vehicles are siege weapons, which do sunder attacks. Siege weapons have varying ranges, base damage and effects on their targets, depending on the weapon mounted to the vehicle. | Weapons on vehicles are siege weapons, which do sunder attacks against the enemy vehicle, in an attempt to disable or destroy it. Siege weapons have varying ranges, base damage and effects on their targets, depending on the weapon(s) mounted to the vehicle. | ||
If the gunner expends enough pips from his action pool to hit the enemy vehicle, a hit location must be rolled. Roll a d6 and consult the following table: | |||
{| | |||
! Roll || Station | |||
|- | |||
| 1 || Hull (no station, but the ship's total durability is reduced) | |||
|- | |||
| 2 || Captain's Station | |||
|- | |||
| 3 || Spotter's Station | |||
|- | |||
| 4 || Channeler's Station | |||
|- | |||
| 5 || Pilot's Station | |||
|- | |||
| 6 || Gunner's Station | |||
|} | |||
Each station has its own durability score, and that score is reduced by the amount of durability damage the attacking vehicle deals. If a station has its durability reduced to 0, it can no longer generate dice on its own. Consult the section above for the specific section to see exactly what effects destroying the station has. | |||
The Channeler may grant dice to a destroyed station to allow it to continue to function in a very limited capacity. This includes any dice the channeler has already given to that station. (Of course, if the station destroyed is the Channeler's station, this is no longer true.) | |||
Repairable damage is repaired by the Repair Crew's expenditures. | |||
to 0 durability, the vehicle is considered destroyed. If you don't want to destroy that ship you're attacking, either target specific stations (such as the Pilot and Gunnery stations) to disable, or perform a boarding action before it is destroyed. | |||
===rules for ramming=== | ===rules for ramming=== |