Vehicle Combat
Chases and Races Chase/Race Maneuvers Difficulty 15: For aerial vehicles, this includes stressed take-offs and landings, ratations, hovers, and mild turns and banks. Difficulty 20: For ground vehicles, these include hard turns (trying to turn up to 45 degrees), emergency stops* (doubles the vehicle's decel rate for that turn), and controlled skid* (turning the vehicle sideway and skidding to stop; vehicle comes to a complete stop). For aerial vehicles, these include rapids dives and climbs, hard banks (turning up to 45 degrees), loops (reversing direction), and emergency braking (doubles the vehicle's decel rate for that turn), and jinking (evasive maneuvering; opponents are -2 to hit). Difficulty 25: For ground vehicles, these are nigh-impossible turns* (46-60 degrees) and bootlegger reverses* (allowing them to reverse direction at the cost of half their current speed). For aerial vehicles, this also means turns from 46-60 degrees. Helicopters and vectored-thrust vehicles may go straight up or down. * Hovercraft can not do these manuevers, which require ground traction.
Chase/Race Travel Conditions For ground vehilces: Totally open terrian (salt flats, open plains, huge parking lots, etc.) is dufficulty +0. Hazardous terrian (mostly empty city street city streets, two-lane highways, softsoiled turf) is difficulty +5. Very hazardous terrain (woods or forest, crowded urban streets, etc.) is difficulty +10. For aerial vehicles: Open sky (nothing to crash against) is Difficulty +0. Hazardous terrain (flying within 300m of the groud, poor visibility such as clouds or fog) is Difficulty +5. Very hazardous terrain (flying within nape of the earth, or through really tight confines) is Difficulty +10.
Difficulty Modifiers +1 Every 10% of vehicle's speed over 50% of top speed +10 Driver/pilot can't see and has no sensors +5 Driver/pilot doing something else besides driving/flying (unless cyberlinked to vehicle) +3 Slippery road (ground vehicles only) +5 Icy road (ground vehicles only)
Control Modifier Standard car 0 Limousine -3 Sportcar +2 AV-4 -2 AV-6 +2 AV-7 +1 Motorcycle +1 Truck -4 Rotorcraft 0 Osprey 0 Boat -1
Crash! Missed Points 1-5 Vehicles slews 3m out of control. All weapons fire from this vehicle is at -5 this turn. 6-9 Vehicles slews 1d10 x 3m out of control. Aircraft spins losing 1d10 x 15m. All weapons fire from this vehicle is at -10 this turn and the next turn. The driver/pilot must make a difficulty 20 roll regain control of the vehicle on the next turn or remain out of control (and probably crashes). 10+ Vehicle slews 1d10 x 5m out of control. Aircraft spins losing 1d10 x 30 m. No weapon fire from this vehicle at all this turn. The driver/pilot must make a difficulty 25 roll regain control of the vehicle on the next turn or remain out of control (and probably crashes).
Weight Modifier Table Mulitiply Size x1/2 Very Light (chickens, less than 25 kg) x1 Light (man, 25-100 kg) x2 Medium (motorcyle, 101-500 kg) x3 Heavy (car, 501-5000 kg, concrete) x4 Very heavy (truck, 5000+ kg, reinforced concrete, tank, armored walls/vault doors)
In a crash, the vehicleskids its current speed in meters in direction
traveling, hitting anything in the way (1d10 per 20 mph/32kmh of vehicle speed. This damage is assessed against the vehicle and whatever is hit.) If two vehicles crash head on, add the speed together. If vehicle is rammed from behind, substract the speeds. Weapon fire is not possible while the vehicle remains out of contol or in a spin.
Modifiers to Firing Situation +4 Firing at a large target +4 Target is stationary -1 Per 20 mph of target movement (per 40 mph if vehicle is moving directly towards you) -4 Firing at a small target -6 Firing at a tiny target +2 Firer has vehicle/cybernetic link -2 Firer turning weapon to face target in same action -3 Darkness or target is obscured +2 Using a turret-mounted weapon Variable Targeting computer -2 Target is making an evasive maneuver -2 Firer is making an evasive maneuver -2 Target vehicle is out of control -3 Non-stabilized weapon (moving) +4 Heating seeking missile fired at AV or jet -2 Rocket salvo (deviates 1m on the grenade table for each point the die roll misses, times Range-to-Hit/10. Burst radius is the rocket radius times the number of rocket.
Damage Armor Condition SP Weapon damage is d6 instead of d10 x2 HEAT round x1/2 HEAT round vs. composite armor x1 Non-HEAT AP round x1/2 Facing Condition Vehicle hit in front x1 AV/Helicopter hit is front or bottom x1 Vehicle hit in side x3/4 Vehicle hit in rear, bottom, or top x1/2 Do not use the Facing Condition against ACPA's.
Hit Location 1d10 roll (+2 if shooting at the top, -1 if shooting at the side, -2 if shooting at the back or bottom). Die Roll Location Effect -1,0 Fuel If hit, may burn or explode 1-3 Motive Gear Immobilizes vehicle if destroyed 4-7 Hull Roll on Hull Subtable 8-12 Turret Roll on Turret Subtable
Location Subtables 1d10 roll (+1 if shooting at the top, -1 if shooting from back). Die Roll Hull Subtable Turret Subtable 0-2 Cargo/ammo Cargo/Ammo 3-4 Engine Crew 5-7 Crew Crew 8 Equipment Equipment 9 Weapon Weapon 10-11 Empty Space Weapon Cargo: If the To Hit roll is exceeded by 1-5, one cargo is destroyed. If the To Hit is exceeded by 6+, all cargo is destroyed. Ammo If the To Hit roll is exceeded by 1-5, a random ammo has a 20% chance of being destroyed (or exploding if explosive). If the To Hit is exceeded by 6+, a random ammo magizine has a 50% chance of being destroyed (or exploding if explosive). Engine: If the To Hit roll is exceeded by 1-5, there is a 20% chance that the engine is destroyed. If the To Hit is exceeded by 6+, there is a 50% chance that the engine is destroyed. Crew: If the To Hit roll is exceeded by 1-5, each acclicable crew members substain 4d6 damage to a random location. If the To Hit is exceeded by 6+, each acclicable crew member substain 7d6. Equipment: If the To Hit roll is exceeded by 1-5, there is a 20% chance that a random piece of equipment is destroyed. If the To Hit is exceeded by 6+, there is a 90% chance that a random piece of equipment is destroyed. Weapon: If the To Hit roll is exceeded by 1-5, there is a 20% chance that a random weapon is destroyed. If the To Hit is exceeded by 6+, there is a 90% chance that a random weapon is destroyed. Empty Space: Passes harmlessly through.