Vehicle Combat: Difference between revisions

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===Dealing Damage===
===Dealing Damage===
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.
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.  When a vehicle targets an enemy vehicle's hardness, this is the same as the vehicle's sunder DC.  Refer to the [[Combat_Maneuvers#Sunder|Sunder rules]] for additional details.


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:
A gunner may not roll skill checks to generate an action pool until his vehicle is inside the range of his siege weapons.  This can mean that a gunner will be idle for many turns before he is able to begin participating in a combat.  As a result, PC's who are intending to perform the Siege Gunner duties are encouraged to be at least modestly adept at another vehicle station as well, to assist that station until such time as the vehicle is able to begin taking shots at the enemy vehicle.
 
Once within range, the gunner rolls his action pool and expends his pips just as any other station.  In order to fire a successful shot at the enemy ship, he must expend a number of pips equal to the enemy ship's hardness (sunder DC).  This number can be adjusted by a captain or a spotter granting a benefit to the gunner.
 
In general, few gunners can successfully fire on an enemy ship every round. As a result, most Siege Gunners will want to bank dice for one or more rounds to ensure he has enough pips to successfully hit the enemy.  Note that, in order to bank dice, the Siege Gunner is actually taking shots, even though he is missing (deliberately), in order to expend dice equal to the number of dice banked. (See [[#The_Basics|Banking Dice]] for details).
 
A Siege Gunner is also affected by range.  For each range increment beyond Close, the enemy ship gains an effective +5 to its sunder DC. (Some siege weapons may negate some or all of this penalty.)  This means that a Siege Gunner targeting a ship at Close Range suffers no penalty to hit, suffers a -5 penalty for Short Range, a -10 penalty for Medium range, and a -15 penalty for Long Range.
 
Once 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:


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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.
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 is considered 'destroyed' and 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.)
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.)
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Repairable damage is repaired by the Repair Crew's expenditures.
In addition, all crew inside a station that is hit suffer hit point damage.  This damage is treated as splash damage, meaning it deals the minimum amount of hit point damage that the siege weapon can deal. (Note that, unlike siege weapons specifically using anti-personnel munitions, this base weapon damage does not get multiplied due to higher level Siege Gunners; that is, even if the Siege Gunner is level 8, the siege weapon's base weapon damage is not affected).
 
Repairable damage is repaired by the Repair Crew's action pool expenditures.


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.
the 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.


===Mishaps===
===Mishaps===

Revision as of 00:59, 12 June 2016