Vehicle Failures and Destruction

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Vehicle Failures and Destruction

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Post by Pollyester »

Critical Hits

Critical Hits in vehicle combat work a bit differently. A vehicular critical hit must be done by something of at least one scale category less than the target vehicle. For instance, a person firing at a car would have an effect and may hit a gas tank, while a person firing at a capital ship obviously wouldn't have an effect.

Rather than merely doing amplified damage, critical hits mean causing damage to a key part of a ship. When a critical hit is rolled, roll a 1d100 to determine the failure or damage.

Spacecraft Failure


4-1 - Primary Systems Failure


The ship loses main power and becomes unable to function. Without main power, only the ships auxiliary systems work, including lights, backup power, etc. The ship is unable to perform any movement or combat actions, and in certain circumstances, may crash.

9-5 - Destroyed Weapon

A weapons system of the attackers choice is permanently destroyed and must be replaced. Depending on the weapon type and nature of the weapon, this may cause secondary damage.

14-10 - Destroyed Defensive System

A defensive system of the attackers choice is permanently destroyed and must be replaced. The ship loses the effect of that defensive system until the part is replaced.

19-15 - Damaged Weapon


A weapon of the attackers choice is brought off line. That weapon is classified as damaged and can not be used.

A damaged system is inoperable until properly repaired. A repair check (DC 30) will make temporary repairs, allowing the system to function at 25% functionality (1/4th damage).

24-20 - Damaged Targeting Computer

The ship loses its onboard targeting computer. Without a targeting computer, the ships capability in combat is greatly hindered. Bonuses from weapons are negated. People trained in piloting or vehicle combat may only use 1/2 of their piloting roll for a bonus.

A damaged system is inoperable until properly repaired. A repair check (DC 30) will make temporary repairs, allowing the system to function at 25% functionality.

29-25 - Damaged Sensors

A strike to the ships sensors renders it effectively blind. All weapons fire has a 50% chance of missing. To determine this, after every attack, roll a d100. On a 1-49, the attack automatically fails regardless of the defenders roll.

A damaged system is inoperable until properly repaired. A repair check (DC 30) will make temporary repairs, reducing the miss chance to a 25%

34-30 - Damaged Engines

The ships engines suffer damage, but remain operational. The ship takes a -10 penalty to move and combat actions (point defenses are not affected by this). Every time this occurs, the penalty grows by -10 until the penalty is greater than the engine bonus, at which point the engine is counted as destroyed.

A repair check (DC 30) will make temporary repairs, reducing one penalty to a -5.

39-35 - Damaged Defense System

A defense system of the attackers choice is hit and knocked out by an oncoming attack. The damaged system ceases to function until properly repaired, causing the ship to lose the effect of that system.

A damaged system is inoperable until properly repaired. A repair check (DC 30) will make temporary repairs, allowing the system to function at 25% functionality.

44-40 - Damaged Communications System


The ships communications array is damaged. Communications from the ship become erratic, and only have a 25% chance (1-24 on a d100) of being received. If the vessel has multiple communications systems, the attacker may choose which one to disable.

A damaged system is inoperable until properly repaired. A repair check (DC 30) will make temporary repairs, allowing the system to function at 25% functionality.

49-45 - Secondary Explosion - Artificial Gravity Offline (Spacecraft)


A secondary explosion rocks the ship, causing *1d4+1 damage and all crew onboard are shaken for three rounds. While shaken, all actions are done at a -5. Furthermore, the ship loses its artifical gravity, and the crew is forced to cope with zero gravity for 1d15 rounds temporarily, causing a -4 penalty. If the ship does not have artificial gravity, reroll.

60-50 - Secondary Explosion

A secondary explosion rocks the ship, causing *1d4+1 damage and all crew onboard are shaken for three rounds. While shaken, all actions are done at a -10.This can be from a fuel salvo, munitions storage, or similar phenomenon.

75-60 - Crew Casualties

Pipes and sturctures sheer apart under the massive force of the blow, and there are minor casualties to the crew, as well as *1d4+1 damage to the ship. Crew casualties increase the DC of all checks by +10 each time this occurs. Crew may also take damage depending on the severity of the blow.

100 - 75 : Normal Critical Hit

A ship section or bulkhead takes a hard blow, causing *1d4+1 additional damage to the ship. Ship functions are not directly affected by the strike, and the crew takes no damage.
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Pollyester
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Joined: October 9th, 2008, 4:56 am

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