Vehicle Hit Location Table
Vehicle Hit Location Table
Every vehicle has a "body" hit location. To find a vehicle's other hit locations (if any), look up the vehicle on the relevant vehicle table and check the "Locations" column. See Vehicle Statistics for details.
To choose a random hit location, roll 3d on the table below. If deliberately targeting a location, apply the penalty in parentheses plus the vehicle's SM. For example, a random hit to a small glass window or exposed weapon mount would occur on a roll of 3-4, while a deliberate attack on either location would be at -7 to hit – or -3 on a vehicle with SM +4.
If a random location doesn't exist, is retracted, or isn't a logical target given the angle of attack (e.g., a window for a car attacked from below, or a vehicle with no windows), treat it as body hit.
If multiple locations or possibilities exist (e.g., a roll of 3-4 for a vehicle
Vehicle Hit Location Table
Roll | Location (Penalty) |
---|---|
3-4 | Small Glass Window [g] or Exposed Weapon Mount [X] (-7) |
5 | Small Superstructure* [s] or Independent Turret [t] (-5) |
6-7 | Caterpillar Track [C], Draft Animal** [D], Helicopter Rotor [H], Mast [M], or Wing [Wi] (-2) |
8 | Arm [A], Large Superstructure* [S], or Main Turret* [T] (-2) |
9 | Body* or Exposed Rider [E] (0) |
10 | Body* (0) |
11 | Large Glass Window [G] or Open Cabin [O] (-3) |
12 | Arm [A], Large Superstructure* [S], or Main Turret* [T] (-2) |
13-14 | Caterpillar Track [C], Draft Animal** [D], Helicopter Rotor [H], Mast [M], or Wing [Wi] (-2) |
15-16 | Runner or Skid [R] or Wheel [W] (-4) |
17-18 | Vital Area (-3) |
- Body: The vehicle's hull. If a powered vehicle sustains a major wound, roll against HT. On a failure, the power or propulsion system is damaged, halving Move.
- Caterpillar Track [C]: A track is hit. Most tracked vehicles have two tracks. Damage over HP/2 cripples one track, reducing ground Move to 0. Excess damage is lost.
- Draft Animal [D]: A harnessed animal is hit instead of the vehicle. The vehicle takes no damage, and its DR doesn't protect the animal.
- Exposed Rider [E] or Open Cabin [O]: A person in an exposed position (e.g., riding a bike, sitting in a jeep, or sticking his head out a hatch) is struck instead of the vehicle. The vehicle takes no damage, and its [DR]] doesn't protect the occupant. If no one occupies this position, treat as a body hit.
- Exposed Weapon Mount [X]: A small external mount for a weapon, sensor, etc. is hit. Damage over HP/5 cripples it; excess damage is lost.
- Helicopter Rotor [H] or Wing [Wi]: A main or tail rotor, or major wing or tail section. Damage over HP/2 (wing) or HP/3 (rotor) cripples it, causing an airborne vehicle to lose control and crash! Excess damage is lost.
- Large Glass Window [G] or Small Glass Window[g]: A window or canopy is struck. Check for an occupant hit (see Occupant Hit Table, below). If a hit occurs, the attack strikes an occupant instead of the vehicle. A closed window gives half the vehicle's DR (round up).
- Large Superstructure [S]: A large, raised structure – e.g., conning tower, bridge, or castle – that often houses officers' cabins or important control rooms. On an airship or a balloon, this is the gondola. If it sustains a major wound, roll against HT. On a failure, an important item of equipment is knocked out (GM's option).
- Main Turret [T]: A turret large enough to be a vital part of the vehicle, such as a tank's turret. If it sustains a major wound, roll against HT. On a failure, a major item in the turret (e.g., a tank's main gun) is knocked out, or the turret jams and can’t rotate (GM's option).
- Mast [M]: A mast and associated sails and rigging. Damage over HP/(2 × number of masts on vehicle) cripples one mast, reducing a sailing vessel's Move by 1/(number of masts), rounded up; e.g., if three masts, loss of one results in 2/3 Move. Excess damage is lost.
- Runner or Skids [R]: A skid, sled runner, or ski is hit. Damage over HP/3 cripples one skid, reducing ground Move to 0 and toppling a parked vehicle. Excess damage is lost.
- Small Superstructure [s] or Independent Turret [t]: A turret or structure whose loss the vehicle could survive; e.g., the turrets on most naval vessels and infantry fighting vehicles. Damage over HP/3 cripples it, knocking out any weapons or equipment it contains. Excess damage is lost.
- Vital Area: A powered vehicle (anything with a [[ST attribute) has vital areas: engines, fuel tanks, etc. The wounding modifier for a tight-beam burning attack is ×2; that for an impaling or any piercing attack is ×3! Unpowered vehicles (e.g., sailing ships and wagons) don't usually have vital areas – treat as a body hit.
- Wheel [W]: A wheel is hit. Damage over HP/(2 × number of wheels on vehicle) cripples the wheel; effects are the same as for a character with an equal number of legs losing one leg. Excess damage is lost. If the wheel of a vehicle with tires sustains any damage, roll vs. HT. Failure means a flat tire that cripples the wheel until changed.
Notes on Vehicle Damage
In addition to hit location effects, note that:
- Most powered vehicles are Unliving; most unpowered vehicles are Homogenous. See Injury to Unliving, Homogenous, and Diffuse Targets.
- Many vehicles are Fragile: "c" after HT means Combustible, "f" means Flammable, and "x" means Explosive.
- Large-area injury will affect exposed occupants and the vehicle's body; see Large-Area Injury.
Occupants and Vehicle Damage
When damage penetrates a vehicle's DR, the occupants may suffer damage as well as the vehicle – the result of ricocheting projectiles, flying debris, etc. Whenever five or more points of damage penetrate an occupied location (usually the body, main turret, or a superstructure), roll 3d on the Occupant Hit Table. If an occupant is hit, he takes 1d cutting damage per five full points of penetrating damage the vehicle sustained. Roll randomly for hit location. The occupant's own DR protects him.
If occupant damage exceeds 4d, the GM may opt to divide it among multiple occupants in 4d (or smaller) increments; e.g., 7d damage might inflict 4d on one occupant and 3d on another. Note that occupant damage is separate from damage to the vehicle.
Occupant Hit Table
Use this table when an attack penetrates an object containing occupants (e.g., a vehicle body). Cross-index the number of occupants with the vehicle or structure's Size Modifier, and then roll 3d against the resulting number; the more tightly packed the object, the higher the number. On a roll of this number or less, an occupant is hit. If multiple occupants could be hit, the GM determines who was hit randomly or by fiat.
Number of Occupants |
——————————Size Modifier (SM)—————————— | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
+1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | |
1 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 3 | 3 | 3 |
2 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 3 | 3 |
3-5 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 3 |
6-10 | 16 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
11-20 | 17 | 16 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
21-50 | 17 | 17 | 16 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 5 |
51-100 | 17 | 17 | 17 | 16 | 14 | 12 | 10 | 9 | 8 | 7 | 6 |
101-200 | 17 | 17 | 17 | 17 | 16 | 14 | 12 | 10 | 9 | 8 | 7 |
201-500 | 17 | 17 | 17 | 17 | 17 | 16 | 14 | 12 | 10 | 9 | 8 |
etc. |
Vehicle Statistics
The tables in this section give statistics for common vehicle types, and note the skills required to operate them. Some vehicle systems, such as sensors or weapons, may require additional skills not listed here.
ST/HP: The vehicle's ST and HP. These are equal for a powered vehicle: the vehicle's mass determines both how powerful its engine must be (ST) and how hard it is to destroy (HP). For an unpowered vehicle, this score is marked with a †, and represents HP only; ST is 0. Unpowered vehicles have Injury Tolerance (Homogenous); others have the Machine meta-trait, which includes Injury Tolerance (Unliving).
Hnd/SR: The first number is Handling; the second is Stability Rating. See Control Rolls for details.
HT: The vehicle's HT, a measure of reliability and ruggedness. Fragile vehicles have an additional code: "c" for Combustible, "f" for Flammable, or "x" for Explosive.
Move: The first number is Acceleration and the second is Top Speed, in yards/second (double this to get mph). These statistics are equivalent to a character's Move and his top speed with Enhanced Move. For ground vehicles, a * indicates a road-bound vehicle, while a ‡ indicates one that must follow rails. For spacecraft, divide Acceleration by 10 to find it in Earth gravities (G), and note that c means the speed of light (186,000 miles/second).
LWt.: Loaded Weight, in tons (1 ton = 2,000 lbs.), with maximum payload and a full load of fuel. Actual weight is often lower.
Load: The weight, in tons, of occupants and cargo the vehicle can carry, including the operator. To find cargo capacity, subtract the weight of occupants (for simplicity, assume 0.1 ton/person, including gear). To find "curb weight" (with fuel but no other payload), subtract Load from LWt.
SM: The vehicle's Size Modifier.
Occ.: The number of occupants the vehicle can carry in reasonable comfort, given as "crew+passengers"; e.g., 2+6 means two crew and six passengers. "A" indicates a vehicle built for long-term accommodation, with room to sleep, cook, etc. If the vehicle affords the occupants special protection, there is an additional code: "S" for Sealed, "P" for Pressure Support, or "V" for Vacuum Support.
DR: The vehicle's DR. Some vehicles have different DR on various faces or locations. The table lists the two most important DR scores – for ground vehicles, this is usually the front DR and the average of side and rear DR.
Range: The travel distance, in miles, before the vehicle runs out of fuel. For unpowered or exotic vehicles, "–" means only provisions (food and water) limit range. "F" means the FP of the rowers or draft animals, and stored provisions, limit range.
Spacecraft either omit this statistic or use the entry to give faster-than-light drive capabilities.
Cost: The vehicle's cost, in $. "K" means thousands; "M" means millions.
Locations: The vehicle's hit locations, besides its body. If a vehicle has multiple instances of a location, a quantity precedes the abbreviation; e.g., "3M" for a three-masted ship, or "14D" for 14 draft animals. A vehicle's hit locations determine both how it moves (see Basic Vehicle Movement, below) and what parts can be hit in combat (see Vehicle Hit Location Table).
Code | Location |
---|---|
A | arm |
C | caterpillar tracks |
D | draft animals |
E | exposed rider |
G | large glass windows |
g | small glass windows |
H | helicopter rotors |
L | leg |
M | mast and rigging |
O | open cabin |
R | runners or skids |
r | retractable |
S | large superstructure or gondola |
s | small superstructure |
T | main turret |
t | independent turret |
W | wheel |
Wi | a pair of wings |
X | exposed weapon mount |
Draft: For a watercraft, the minimum depth of water, in feet, it can safely operate in.
Stall: For an aircraft, the minimum speed, in yards/second, it must maintain to take off and stay airborne. "0" means it can hover.
Notes: Any special capabilities or problems the vehicle has. If the vehicle has complex systems, footnotes or a separate description will detail weapons and equipment.