mike wightman
SOC-14 10K
I posted this on another thread so it is somewhat buried.
I thought I would repost it so I can clean it up and get constructive comments.
Vehicle armour
For unarmoured vehicles you have to hit the equivalent of mesh armour with personal scale weapons, light armoured vehicles cloth armour, medium armoured vehicles battle dress and heavy armored vehicle are immune to personal scale weapons.
On a successful hit roll on the smallcraft damage table. Simple as that.
Advanced version
If you really want to go the extra mile, and like rolling damage dice, for each component in the vehicle give it a hit number as if it were an animal and that becomes the damage to reduce its efficiency/disable the component.
The components are drive, controls/computer, crew/passengers, cargo, weapon mount.
Note a cabin hit on the small craft table has to be randomised between crew, passengers and cargo (if any).
Animal hits are rated as xd6/yd6, under this system the d6 is not rolled rather the referee decides how much of the 1-6 value to allocate based on the ruggedness of the component, internal armouring or deliberate redundancy.
To determine the hits of a component estimate its mass within the vehicle (or look up real world examples of engines etc.) and find the nearest animal mass to get xd6/yd6 value.
e.g. an open air raft can lift 4 tons and 4 people (let's say at 100kg each) so that's the equivalent of 44 grav belts. 10kg per grav belt give the grav lifters on the air/raft a mass of 440kg
Nearest animal is 400kg so I have 6d/3d for hits.
I decide that grav modules are delicate so give them 2 hit per die so the damage rating of the drive is 12/6
Controls/computer are 25kg (I made this up based on the mass of electronic and mechanical items in the equipment section of LBB:3) for a hit rating of 6/4
So my air/raft card says:
air/raft(mesh)---drive 12/6---controls 6/4---crew 1/1/1/1---cargo (4t)
combat example: Bod shoots at the air/raft with his smg, rolls to hit vs mesh armour and gets a hit.
Smallcraft hit table is consulted and the result is drive.
3d are rolled for a total damage of 9, the drive is still ok
Bod shoots again and gets a cabin hit, one of the crew takes the 3d of damage this time.
g-carrier example:
the g-carrier is an armoured troop carrier often fitted with a weapon mount. I decide that as a paramilitary vehicle components are a bit more durable than in the humble air/raft so I give them 4 damage points per die.
g-carrier(battledress)---drive 24/12---controls 9/6---crew 1/1, troops 1/1/1/1/1/1/1/1/1/1/1/1/1/1---laser rifle mount 6/6---cargo 2t
Not the '1's in the crew/passenger entry are to determine who is hit, not damage points.
It doesn't take long to stat a vehicle, and a library of the values could be built up.
Another potential use of these rules is to assign hits values to machinery eg stuff inside a starship. Decide how massive the component is, look up nearest animal mass and multiply by 4, 5 or 6 depending on how hardened the machinery system is.
I thought I would repost it so I can clean it up and get constructive comments.
Vehicle armour
For unarmoured vehicles you have to hit the equivalent of mesh armour with personal scale weapons, light armoured vehicles cloth armour, medium armoured vehicles battle dress and heavy armored vehicle are immune to personal scale weapons.
On a successful hit roll on the smallcraft damage table. Simple as that.
Advanced version
If you really want to go the extra mile, and like rolling damage dice, for each component in the vehicle give it a hit number as if it were an animal and that becomes the damage to reduce its efficiency/disable the component.
The components are drive, controls/computer, crew/passengers, cargo, weapon mount.
Note a cabin hit on the small craft table has to be randomised between crew, passengers and cargo (if any).
Animal hits are rated as xd6/yd6, under this system the d6 is not rolled rather the referee decides how much of the 1-6 value to allocate based on the ruggedness of the component, internal armouring or deliberate redundancy.
To determine the hits of a component estimate its mass within the vehicle (or look up real world examples of engines etc.) and find the nearest animal mass to get xd6/yd6 value.
e.g. an open air raft can lift 4 tons and 4 people (let's say at 100kg each) so that's the equivalent of 44 grav belts. 10kg per grav belt give the grav lifters on the air/raft a mass of 440kg
Nearest animal is 400kg so I have 6d/3d for hits.
I decide that grav modules are delicate so give them 2 hit per die so the damage rating of the drive is 12/6
Controls/computer are 25kg (I made this up based on the mass of electronic and mechanical items in the equipment section of LBB:3) for a hit rating of 6/4
So my air/raft card says:
air/raft(mesh)---drive 12/6---controls 6/4---crew 1/1/1/1---cargo (4t)
combat example: Bod shoots at the air/raft with his smg, rolls to hit vs mesh armour and gets a hit.
Smallcraft hit table is consulted and the result is drive.
3d are rolled for a total damage of 9, the drive is still ok
Bod shoots again and gets a cabin hit, one of the crew takes the 3d of damage this time.
g-carrier example:
the g-carrier is an armoured troop carrier often fitted with a weapon mount. I decide that as a paramilitary vehicle components are a bit more durable than in the humble air/raft so I give them 4 damage points per die.
g-carrier(battledress)---drive 24/12---controls 9/6---crew 1/1, troops 1/1/1/1/1/1/1/1/1/1/1/1/1/1---laser rifle mount 6/6---cargo 2t
Not the '1's in the crew/passenger entry are to determine who is hit, not damage points.
It doesn't take long to stat a vehicle, and a library of the values could be built up.
Another potential use of these rules is to assign hits values to machinery eg stuff inside a starship. Decide how massive the component is, look up nearest animal mass and multiply by 4, 5 or 6 depending on how hardened the machinery system is.
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