This combat section covers only personal weapons fired from or at vehicles. Vehicle-mounted weapons are not covered in this set of rules.
Firing From Vehicles
A character who fires a weapon from a moving vehicle has a -10 modifier to hit. If the vehicle is moving faster than 150 meters/turn, the modifier is -20.
Shooting At Passengers
A character can shoot at a passenger inside a vehicle. There is a -20 modifier because the passenger has hard cover, and a -10 modifier if the vehicle is moving. Needlers can injure passengers only if the vehicle's windows or top are open.
Firing At Vehicles
If a character fires a weapon at a moving vehicle, he has a -10 modifier to hit. This modifier does not apply if the vehicle is moving directly toward or directly away from the firing character. Needlers and gas grenades have no effect on vehicles.
Damaging Vehicles. Whenever a vehicle is hit by gunfire, an exploding grenade or a thrown explosive, the attacking character must roll 2d10 on the Vehicle Damage Table. The number of dice of damage caused by the attack is added to the result. This number is modified by the type of vehicle. A separate roll is made for each successful attack.
Die Roll + Damage | Effect 2-19 | 20 21 22 23 24 25 26 27 28 29 30+ No Effect | Turn Speed -15 Acceleration -20 Top Speed -30 Steering Jammed Straight Steering Jammed Left Steering Jammed Right Speed -20/Turn Spin Vehicle Burning Roll Roll and Burn |
-- Target is ground or hover cycle -- Target is Explorer | +2 -2 |
Explanation Of Results
TURN SPEED -15/ACCELERATION -20/TOP SPEED -30. Thevehicle's turn speed, acceleration or top speed is reduced by the indicated number of meters/turn.
STEERING JAMMED STRAIGHT/LEFT/RIGHT. The vehicle's steering mechanism has been jammed. If straight, the vehicle can not turn. If right or left, the vehicle must turn 45 degrees in the indicated direction affer each 20 meters of travel. For example, a skimmer traveling at 80 meters/turn with its controls jammed in a right turn must turn 45 degreestothe right after/raveling 20, 40, 60and 80 meters during its next move. The skimmer can decelerate or accelerate, but can not change its direction.
SPEED -20/TURN. The vehicle must reduce its speed at least 20 meters/turn until it is stopped. It can decelerate more than this if the driver wants, but it can not accelerate. SPIN. See Control Table results.
VEHICLE BURNING. The vehicle has caught fire. Each passenger will suffer 1d10 points of damage at the start of every turn they are in the vehicle.
ROLL. See Control Table results.
ROLL AND BURN. See Control Table results.
Example: BliCluet the Dralasite is shooting its laser pistol at a street punk that has just stolen BliCluet's hover cycle. Its Dexterity is modified by -10 because the target is a moving vehicle, and by -20 because the cycle is at medium range. BliCluet has a modified Dexterity of 15 for this shot. One of its two shots hits the cycle. BliCluet had the laser set for 7d1O damage.The player rolls 2d10 and gets a 16. Adding 7 for the damage and 2 because the target was a cycle gives a modified result of 25; the cycle's steering is jammed to the right.
Attacker is using glijet or riding in moving jetcopter or aircar | -20
Attacker is riding in jetcopter or aircar that is hovering
| -10
| Target is using glijet or riding in moving aircar or jetcopter
| -10
| Target is hovering jetcopter or aircar
| 0
| |
Other modifiers are used when they apply. Jetcopter passengers can not shoot unless the side doors are open. Aircar passengers can not shoot unless the canopy is open. This exposes the passengers and the pilot to fire, and reduces the aircar's speed to 80 meters/turn.
Damaging Glijets. The only way to shoot down a glijet is to knockout or kill the user. Shooting at the wings has no effect.
Damaging Jetcopters and Aircars. When a shot hits a jetcopter or aircar, the attacker rolls 2d10 and adds the number of dice of damage caused by the attack. This number is found on the Flying Vehicle Damage table.
Die Roll + Damage | Effect 2-20 | 21 -24 25-28 29-31 32-34 35 + No Effect | Acceleration -30 Turns -2 Forced Landing Loss of Control Vehicle Burning |
Explanation of Resuits
ACCELERATION -30. The vehicle's engines were damaged, reducing its acceleration by 30 meters/turn.
TURNS -2. The vehicle's control and steering equipment was damaged, reducing the number of turns it can make per game turn by two.
FORCED LANDING. The vehicle's fuel tank or parabattery was hit, leaving it with enough fuel to fly for 10 more minutes (100 turns). If the vehicle does not land within 10 minutes, it will crash.
LOSS OF CONTROL. The cockpit was damaged by the attack. The pilot must pass a Reaction Speed checkto keep the vehicle undercontrol. If he fails the check, the vehicle immediately loses d100 meters of altitude. If the vehicle loses more altitude than it had, it crashes.
VEHICLE BURNING. The vehicle is out of control and burning. It will crash in two turns. Characters can jump from the vehicle (see Movement: Jumping) or use a parawing. A parawing is a small, emergency glider, similar to a glijet with no rocket. A parawing will not work if the characterwas lessthan 10 meters above the groundwhen he jumped.
Crashing
Passengers in a vehicle that crashes suffer 1 d10 points of damage for every 10 meters the vehicle fell, plus 1 d10 points of damage for every 20 meters/turn it was traveling. This damage is doubled if the character is not strapped into a seat. When dividing the vehicle's altitude by 10 and speed by 20, round fractions down. If the vehicle is burning, the character suffers an additional 1d10 points of damage at thestartof every turn he is in the vehicle. The crashed vehicle will not fly again without extensive repairs.
EXAMPLE: A jetcopter is traveling 75 meters above the ground at 30 meters/turn when an attack damages the cockpit. The pilot fails his Reaction Speed check, so the copter drops d100 meters. The die roll is 83, meaning the vehicle drops 83 meters. This is more than its altitude, so it crashes. One passenger jumps using his parawing, but the pilot does not have one. When the copter hits the ground he suffers 7d10 damage because it fell 75 meters and another 1d10 because it was traveling 30 meters/turn.