Operating a vehicle
When a character is inside a vehicle, they are referred to as a passenger. Some passengers take on specific roles within the vehicle, referred to as crew.
Each character inside a vehicle can take a specific crew role related to that vehicle. Assuming a role requires a minor action to move into that position. |
Splitting Focus
A single character can attempt to simultaneously assume the roles of both gunner and pilot, but their attack rolls and tests to pilot the vehicle are both made at +1 difficulty unless it has the Single-Seat quality. |
Vehicle AP spends
Ram Through |
2AP |
After failing a terrain test, continue moving forward as if the terrain test had not failed. The vehicle suffers damage determined by the GM. |
Target Passenger |
2AP |
After a successful attack, you can target a passenger inside of an exposed vehicle instead of the vehicle. |
Attacks with the Blast quality, against exposed passengers, will hit both the vehicle and passengers. Attacks with the Arc or Burst damage effects (or similar abilities which may hit additional targets) which target an exposed vehicle can treat the passengers as additional targets.
Vehicular zones
Vehicles move in combat zones like any other combatant in an action scene, from Reach to Extreme range. Vehicles, however, do not maneuver like characters do and some zone effects may affect different Vehicle types differently: The terrain only affects vehicles of a specific scale or higher, like terrain that can easily be navigated by smaller vehicles.
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The terrain only affects vehicles of a specific scale or lower, like obstacles that large vehicles can just power through or over unhindered.
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The terrain only affects vehicles with a specific quality, such as wheeled vehicles.
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The terrain has a difficulty of 1, and thus can be ignored by those moving slowly and carefully, such as tight street corners.
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Vehicular attacks
Vehicle's gunners can make attacks with mounted weapons in the same way as a personal weapon, using whatever skill applies to the weapon (typically Agility + Small Guns, Perception + Energy Weapons, or Endurance + Big Guns). You cannot carry these weapons normally or fire them without being mounted on a stand or vehicle first. All weapons mounted upon a vehicle are treated as if wielded in two hands, and ignore the Recoil (X) quality. |
If the vehicle has the exposed quality, then passengers may make attacks with their own weapons normally. |
When an attack is made against a vehicle, it is always considered to be Defense 1 if it is moving, or Defense 0 while stationary. |
Ramming
The pilot of a vehicle that moves during its turn can attempt a melee attack against a target within reach, using the pilot's Endurance + Pilot, with a difficulty of 1. If the attack is successful, it deals the vehicle's Impact rating as damage. When a vehicle rams another vehicle or building, the attacking vehicle suffers half the impact rating, rounding up, in Physical damage. |
Bumps and Bruises
Whenever a vehicle is damaged, it's possible the passengers will be hurt as well. Whenever a vehicle suffers one or more Critical Hits, each passenger suffers 4 CD Stun Physical damage. |
If a vehicle is reduced to 0 HP, each passenger suffers 8 CD Stun Physical damage. |
Passengers riding in a cargo space add +2 CD to these damage values. |
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Health Points
A vehicle reduced to 0 HP suffers a critical hit and also stops working, going out of control if it moved in the previous turn. |
When a vehicle suffers damage from an attack, add its scale to the amount of damage needed to inflict a critical hit; for a scale 1 vehicle, it takes 6+ damage from a single attack to inflict a critical hit, instead of the normal 5+ damage. |
A vehicle stops working when it reaches 0 HP. At this point, the vehicle can no longer be used. Vehicles can be repaired in the same way as robots. If a vehicle has been reduced to 0HP and has more injuries than its Scale, then the vehicle is destroyed, and cannot be repaired. At best, it can be stripped for parts and materials. If one of those injuries was to the Engine, then the vehicle will explode at the end of the next round, inflicting 21CD Energy damage [Breaking, Radioactive, Vicious] to everyone within it's zone. |
Injuries
Chassis |
Add +2 CD to the damage of attacks against a vehicle after it has suffered a Chassis critical hit. |
Engine |
The vehicle suffers 3 CD Energy damage at the end of each subsequent turn, ignoring its damage resistance. For each effect rolled, the damage also affects a single random passenger. |
Weapon |
A vehicle critical hit prevents the weapon hit from being used. |
Wheel/Wing |
Pilot tests to operate the vehicle increase in difficulty by +1, and the vehicle's Speed is reduced by 1. |
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