BOOK TWO: BATTLE Chapter Four: Vehicles --------------------------------------------------------------------- In every age, there have been warriors for whom the delicious crunch of a hand weapon plunging into enemy flesh eventually ceases to satisfy. Their insatiable need for mayhem has driven them to create ever-greater machinery of destruction, from the Giant Rolling Boulders of the CaveMen to the ShermanTanx of ModernMen, from the Catapults and Mangonels of MedievalMen to the AntiMatter Artillery Units of the SpaceMen. It is thanks to the constant innovation and psychopathic tendencies of this proud brotherhood that today we have the really, really big weapons that make hardened veterans wet themselves. 4.1 Building Vehicles --------------------- 4.1.1 Building the Chassis Vehicles are classified by the size of their chassis, or the base plate on which they built. This refers to the plate that the designer of the vehicle started to build with. The following chart classifies all of the most popular sizes of chassis. If you are determined to build big capital-ship vehicles larger than the "Enormous" class, build them as if they were Bases and don't move them around much. Ground Vehicles --------------- (i.e. motorcycles, dump trucks, sleighs, dune buggies, unicycles, racecars) Chassis cost: 1 CP for One-Piece Ground Vehicles, or (area of chassis / 10), rounded up Maximum accel/decel: 1/2 top speed Cargo Capacity: Power" Treaded Vehicles ---------------- (and animals on legs: i.e. tanks, giant millipedes, bulldozers, horses) (also includes Vehicles on Legs when not using Robot rules) Chassis cost: 2 CP for One-Piece Treaded Vehicles, or Class number + (area of chassis / 10), rounded up Maximum accel/decel: 1/3 top speed; can turn in place Cargo Capacity: Power" Class Size Number (area) Spd Pwr Armor Minimum TL --------------------------------------------------------------------- 1 OnePiece 0-10 16" 2 1d10+4 TL2 (horses, chariots) 2 Small 11-50 14" 4 2d10+4 TL2 (horse-drawn carts) 3 Medium 51-100 12" 6 3d10+4 TL2 (catapults, siege towers) 4 Large 101-250 10" 10 4d10+4 TL3 (multi-horse carriages) 5 Huge 251-400 8" 14 4d10+8 TL4 (triple trailer big rigs) 6 Enormous 401-600 6" 16 4d10+12 TL5 (mobile construction yards) Boats and Trains ---------------- (i.e. rafts, trolleys, pirate ships, monorails, aircraft carriers, submarines) Chassis cost: 1 CP for One-Piece Boats and Trains, or (area of chassis / 20), rounded up Maximum accel/decel: 1/4 top speed; rowed boats can turn in place Cargo Capacity: Power x 2" for Boats and Trains, Power x 1 for Submarines Minimum TL Class Size (TL3 all Trains, Number (area) Spd Power Armor TL4 all Submarines) --------------------------------------------------------------------- 4 OnePiece 0-10 16" - (5") 1d10+4 TL1 (rafts, canoes) 8 Small 11-80 14" 5 (10") 2d10+4 TL2 (junks, rowboats) 12 Medium 81-200 12" 10(20") 3d10+4 TL2 (galleys, Viking ships) 16 Large 201-600 10" 15(30") 4d10+4 TL3 (galleons) 20 Huge 601-1000 8" 20(40") 4d10+8 TL4 (battleships, carriers) Flyers ------ (i.e. hang gliders, stealth bombers, ornithopters, jumbo jets) Chassis cost: 5 CP for One-Piece Flyers, or (5 x Class Number) + (area of chassis / 10), rounded up Maximum accel/decel: 1/2 top speed Cargo Capacity: 1/2 Power" HoverFlyers ----------- (i.e. helicopters, dragons, space fighters, giant hummingbirds, Harrier jets) Chassis cost: 10 CP for One-Piece HoverFlyers, or (10 x Class Number) + (area of chassis / 10), rounded up Maximum accel/decel: 1/2 top speed; can turn in place Cargo Capacity: 1/2 Power" Class Size Number (area) Spd Power Armor Minimum TL --------------------------------------------------------------------- 2 OnePiece 0-10 22" 2(1")* 1d6+2 TL3 (hang gliders) 4 Small 11-30 20" 4(2")** 1d10+2 TL4 (minicopters, prop planes) 8 Medium 31-90 18" 6(3")** 2d10+2 TL4 (biplanes, fighters) 16 Large 91-200 16" 10(5")** 3d10+2 TL4 (bombers, passenger jets) 28 Huge 201-400 14" 15(7")** 4d10+2 TL5 (capital ships) * - MkII weapons are the biggest a One-Piece vehicle can carry. One-Piece vehicles can only have two weapons maximum. ** - MkIII weapons are the biggest a Flyer can carry. Flyers can only have four weapons maximum. If you have a one-piece vehicle, such as a MotorCycle, RoboHorse, or Flying SurfBoard, the cost of the chassis will be listed in the Chassis Cost. For larger vehicles, you'll have to compute the area (in dots) of the chassis. Most of the time, you will have a regular rectangular-shaped chassis and can just multiply the length of the vehicle by its width. Items which to not contribute to the area of a vehicle chassis include: - wheels / jets / thrusters / sails / other motive devices. - weapon barrels extending beyond the chassis. - the portion of the wings of a Flyer that do not carry any mounted weapons. With this area and the vehicle's Class Number, use the formula listed in the Chassis Cost for the type of vehicle you're building to find the base cost of your vehicle chassis. These CPs pay for the chassis, engine, motive devices, and controls for one person. Weapons and other modifications will add to the total cost. The minimum cost of a vehicle (total cost of chassis, weapons, and modifications), even a bicycle or a skateboard, is five Construction Points. 4.1.2 Outfitting the Vehicle When you build your vehicle, you must include appropriate PBB's to represent the propulsion devices (treads, tires, propellers, warp engines), the controls (steering wheels, flight sticks, computer consoles, switches and levers), and a place for the driver (cockpit, cabin, easy chair). Otherwise, the vehicle will not have these things, regardless of how many points you spend. If a vehicle has no propulsion device (and we mean a real propulsion device - bolting a tail rotor to the back of your bulldozer doesn't count!), then you're going to have to have other units push, carry, tow, or row it around. (In the case of a rowboat, units can row the boat as fast as they could carry or drag it on land.) If you want to buy a backup propulsion device (in case the first is destroyed), the CP cost is equal to the number of inches in the vehicle's Power rating. Vehicles with no controls cannot accelerate, decelerate, or turn. If you want to build additional sets of controls into your vehicle (in case the first set is destroyed, or if you want copilots and gunners) the CP cost for each set of controls is equal to the vehicle's Class number. Vehicles without a power source cost only half as many points, but moving and steering the vehicle, as well as loading and firing the weapons, must be done by manual labor. One example would be a PirateFrigate, in which PirateMen have to furl and unfurl the sails, adjust the riggings, load the cannonballs and powder into the cannons, and light the fuses, all by hand. Another example would be a MedievalCatapult, for which MedievalMen and Horses have to drag it around the countryside, draw the catapult arm back, tighten the ropes, and carry and load the boulders, all by manual labor. Vehicles without drivers are not very useful, so try to avoid building them. A vehicle must be at least three-fourths of the length of any weapon barrel or missile mounted on it. Weapon mounting is covered in the Mounting Siege Weapons section of Chapter 6: Siege Weapons. 4.1.3 Performance Every vehicle has a Power rating, which signifies the general engine power of the vehicle. Most importantly, this rating determines the vehicle's Cargo Capacity. Vehicle weapons, some vehicle modifications, and groups of passengers can be heavy enough that they incur Movement Penalties on their vehicles. The vehicle's Cargo Capacity indicates how many inches of Movement Penalty the vehicle can 'absorb' before the penalties begin to affect its Speed. Power also determines how much power the vehicle can provide to weapons and tools mounted on the vehicle. Siege weapons each have a Power requirement; as long as the vehicle has at least as much Power as each weapon requires, then it can mount and use the weapons. Weapons do not 'use up' Power; a vehicle with two points of Power can mount and use as many one- and two-Power weapons as it likes, but it cannot mount a single three-Power weapon. Optional Rule: Vehicle Performance Modification ----------------------------------------------- In most military organizations, equipment, training, and vehicle types are heavily standardized. This is due in large part to the fact that it keeps the generals from going insane trying to keep track of the peculiarities of two or three dozen different customized vehicles on the battlefield. However, in mercenary outfits and among the more maverick pilots, vehicle modifications are a common sight. In some military organizations, whole divisions of vehicles are given the same set of 'standardized customizations,' in order to gain the performance advantages without causing confusion. If you want to increase the performance of your vehicle, the CP cost per improvement is equal to the vehicle's Power rating, per improvement. Performance Improvements ------------------------ 1. Increased Top Speed - increases the top speed of the vehicle by 50%, after Movement Penalty adjustments. 2. Improved Handling - decreases the vehicle's TurnRate by 50%. Pilots have a +1 bonus to all piloting Skill rolls. 3. Improved Acceleration and Braking - doubles the vehicle's maximum acceleration and braking speed, after Movement Penalty adjustments. 4. High Torque - the vehicle pushes, tows, and carries objects as if its Power were doubled. 5. Heavy Armor - Adds 1d10 to the Armor Rating of the vehicle. Incurs a -3" Movement Penalty. 6. Luxury Edition - cushy suspension gives a ride as smooth as glass, engine noise is reduced by 97.6%, other features are as appropriate to vehicle type (air conditioning, CD player, leather interior) If you want to decrease the performance of your vehicle, you get no points back. However, for every disimprovement you take, you may take one improvement at no cost. You do not have to take the free improvement if you don't want to. You cannot have both an improvement and its corresponding disimprovement. Performance Disimprovements --------------------------- 1. Decreased Top Speed - decreases the top speed of the vehicle by 50%, after Movement Penalty adjustments. 2. Decreased Handling - increases the vehicle's TurnRate by 50%. Pilots have a -1 penalty to all piloting Skill rolls. 3. Decreased Acceleration and Braking - halves the vehicle's maximum acceleration and braking speed, after Movement Penalty adjustments. 4. Low Torque - the vehicle pushes, tows, and carries objects as if its Power were halved, and takes double the normal Movement Penalties for moving uphill or over rough terrain. 5. Light Armor - Subtracts 1d10 from the Armor Value of the vehicle. 6. Previously Owned - suspension is bad, the engine knocks, there's an oil leak, and the vehicle backfires every few yards. Add 50% to every Damage Roll made against the vehicle (round down), and any roll involving the vehicle in which all the dice come up two or less is an Automatic Failure. If a vehicle receives Performance Improvements, it must be represented on the vehicle model somehow, so that it is obviously a High Performance Vehicle. You might add a spoiler, racing stripes, performance tires, a blower, high energy ion engines, a braking parachute, plasma-spitting quadruple exhaust, chrome details, flame decals, etc. Sadly, Performance Disimprovements do not necessarily have to be represented in any way. ('Lowering' a vehicle model does not count as a valid way to represent a High Performance Vehicle. Troopers of any era have enough good taste to be disgusted by such vehicles and will refuse to have anything to do with them. Of all the peoples and characters of BrikWars, only Timmies and Jar-Jars are ever seen driving LowRiders.) Vehicles may also be used to transport troops. A vehicle can carry as many Troopers as can fit inside. Carrying a whole bunch of Troopers (or other minifigs, or Blox, or anything else of equivalent weight) might start to slow a vehicle down, though. To see how much a group of troops will slow down a vehicle, take the vehicle's Power rating and divide the soldiers into groups of that number (round up - soldiers don't like to be divided into fractions!). The first such group is carried at no penalty. Each additional group incurs -1" of Movement Penalty. (For ease of play, the men do not actually have to be inside of the vehicle. You can hold them outside, and place them on the board when the vehicle deploys them. However, the men you claim are being carried by the vehicle must be able to fit in it. Your opponent may, if he so desires, challenge you to show him that they all actually do fit in the vehicle. If they don't fit, the extreme pressure of cramming the vehicle beyond capacity crushes the men to death and causes the transport section of the vehicle to burst asunder.) Picking up and dropping off troops and vehicles is easy. Just move them onto and off of the vehicle during their Movement Phase. A trooper or vehicle cannot board a transport vehicle that is moving faster than the boarding unit's maximum speed. If a unit jumps out of a transport vehicle that is going faster than the passenger's maximum speed, treat it as a collision between the unit and the ground (see the Brik Physix section of Chapter Three: Advanced Combat). Assume dirt or grass has an AV of 1d10, and asphalt or cement has an AV of 2d10. If soldiers are in a vehicle that is open-topped or has open windows or gun slits, they can make attacks from the back of the vehicle. Remember that for every 6" per turn they are moving, they take a -1 Skill Modifier. Vehicles may also be used to carry or tow other, smaller vehicles. Each vehicle transported incurs a Movement Penalty equal to its Power rating in inches. A vehicle's minimum movement after mounting all weapons, equipment, cargo, and passengers must be at least 4". Vehicles of lesser speed are not allowed. Unless they have Hover capability, Flyers must move at least 10" per turn to stay in the air. If you (or your enemy!) manage to overload one of your vehicles past these limits, bad things happen. Cars' wheels break off. Jet planes crash. Boats sink. Hot-air balloons pop. Submarines go into uncontrolled dives. Dragons become angry and turn on their riders. These are all the kinds of things you want to avoid. Anything else you might want to do to modify a vehicle is covered under the heading of Custom Vehicular Modifications. Common modifications would be cranes, robotic arms, storage bins, and bulldozer blades. Uncommon modifications would be ejector seats, hydraulic jump springs, extra loud sound systems, jacuzzis, deep fat fryers, etc. Many of these things can be added to a vehicle using the rules from the Robots supplement. For everything else, you and your opponent(s) will have to agree on the specific abilities and CP cost of your modifications. All custom modifications must be represented on the vehicle model somehow. 4.2 Vehicle Movement All vehicles can be divided into six basic types: Ground Vehicles (trucks, snowmobiles, wheelchairs), Treaded Vehicles (tanks, bulldozers), Boats (rowboats, barges, sternwheelers), Trains (trains, monorails, subway cars), Flyers (jets, biplanes, space fighters), and Hover Flyers (helicopters, hovercraft, antigrav sleds). They all move in similar fashion, with a couple of peculiarities to each type. For each Class of each type, every vehicle has a standard Speed statistic. This distance is how far the vehicle can travel each turn at top speed. Optional Rule: Vehicle TurnRates -------------------------------- Vehicles are not as maneuverable as Troopers - there are limits to how fast they can accelerate and decelerate, and to how sharply they can turn. There are three ways to handle turning limits; and you may find yourself using a combination of the three: 1: Zero Inertia Vehicles Especially in large battles, it may be a big hassle to keep track of vehicles' acceleration and turn rates - if that turns out to be the case, ignore them as much as your opponents will let you. 2: TurnDistance A vehicle's Class Number determines how many inches it has to travel before it can turn 45 degrees. (in the case of Large Boats and Trains, this means they can only make a 45-degree turn once every other round!) If the vehicle is going at half its maximum speed (after Movement Penalty adjustments) or slower, it only has to travel half that distance before it can make each 45-degree turn. Vehicles on Legs, Treaded Vehicles, Hover Flyers, and rowed Boats can rotate in place (but they can't turn any farther in a single round than they could if they were moving). All other vehicles must move at least two inches between 45 degree turns, regardless of all other considerations. 3: TurnRadius A vehicle's Class Number, in inches, determines its tightest turning radius (this actually allows you to make slightly tighter turns than the TurnDistance rule). For this to work, you'll want a string marked off in inches. Hold down one end of the string at a pivot point as many inches to the left or right of your vehicle as its turning radius; hold down the other end of the string on side of the vehicle's chassis that is closest to the pivot point. Next, pivot the vehicle around as far as you want to turn it. No vehicle can turn with a radius tighter than 2", regardless of all other considerations. Determining the distance traveled while turning is simple: every 45 degrees the vehicle turns, it travels approximately 3/4 the distance of its turning radius. Whenever a pilot attempts a dangerous or difficult maneuver, he must make a Skill Roll, called a Piloting Roll, and the players must decide on the UR of the maneuver. The most common type of Piloting Roll occurs when a pilot tries to make a Harsh Turn, turning twice as sharply as his TurnRate would normally allow. Every time he tries to do so, he must make a Piloting Roll. For the first 45 degrees of a Harsh Turn, he has to roll a 3 or higher. For each additional 45 degrees of Harsh Turning he attempts in the same round, he must make another Piloting Roll, and the number he has to roll increases by one. No matter what a daredevil he is, he can't tighten his TurnRate below 2". What happens if a pilot fails his Piloting Roll on a Harsh Turn? If the vehicle is top-heavy (because it is taller than it is wide or it is travelling down a slope), if it hits an obstacle that would "trip" it (like a big rock or a tree stump), if it is a Train on TrainTrax, or if it is a Boat, the vehicle rolls over! Oh no! The vehicle keeps heading in the same direction on its side or upside down for one turn at its current speed. If it crashes into something while rolled over, it takes normal collision damage. If the pilot is not in an enclosed cabin, check to see if he's crushed under the vehicle when it rolls over (hope you have roll bars!). This does as much damage to him as if the vehicle crashed into him! Usually a pilot in that position will want to try to jump free of the vehicle before it rolls over - a pilot attempting to jump out of a vehicle before it rolls must make a Skill Roll of 3 or higher. Like any troop jumping off a moving vehicle, he takes damage from the collision between himself and the hard, hard ground. If it isn't a situation where the vehicle's going to roll over, then it's really no sweat - the vehicle just skids out (or does the aerial equivalent if it is a Flyer). That is, the vehicle itself turns to face in the new direction, but it continues moving in the old direction. After it has skidded along in this manner for a number of inches equal to its Class Number, it regains traction and begins heading in the new direction. It can regain traction in half that many inches if it steers into the turn (turns the vehicle back to face in the direction that it is skidding). If a Pilot tries to turn again before he regains traction, he automatically fails the Skill Roll and skids out even further. The clever reader will have already realized that this kind of thing could really come in handy, because a driver who skids out properly can turn his car all the way around while still moving in a straight line. Fortunately, by pulling the emergency brake or cutting the throttle, pilots can voluntarily make a Controlled Skid any time they like, allowing them to strafe targets. Be careful! If your vehicle is skidding sideways when the round ends, it will still be skidding sideways in the beginning of the next round - if your opponent tosses some Brix or bodies in the vehicle's path during his intervening turn, your vehicle will "trip" over them and roll over! Won't you feel stupid then! A vehicle's type will limit where it can drive around. For instance, Boats stop moving around if they're not in water. Trains are limited to the range of their TrainTrax. Ground Vehicles cannot drive in midair. Flyers cannot dig tunnels into the sides of mountains (though it can be pretty spectacular to watch them try). Hover Flyers cannot escape the event horizons of black holes. I'm sure you can think of other similar limitations. The type that is going to give you the biggest hassle is the Flyer. A flyer is represented on the playing area as a vehicle with wings, propellers, etc., which is supported above the surface of the playing field by some kind of stand. This stand doesn't represent anything on the battlefield except the shadow of the Flyer, which has no more effect than you would expect a shadow to have. Since Flyers fly, they don't take any Movement Penalties for rough terrain, and they can fly right over buildings and obstacles. Optional Rule: Altitude ----------------------- Generally, a Flyer's altitude is assumed to be one story (six Brix) higher than whatever surface is directly beneath it. If you want to go to the trouble of keeping track of a Flyer's altitude, you don't have to change the height of your Flyer-stand every round (although you can if you want) - just put a stack of 1x1 blue brix next to the base of the stand, one for each story of altitude above ground level. A Flyer can climb (losing 2" of speed) or dive (gaining 2" of speed) one story of altitude per round. Unless it is using bombs or some kind of hinged belly-guns, a Flyer shooting at targets more than a full story lower than itself will lose a full story of altitude, due to having to point the nose downward. Unless it is using guns on some kind of hinged turret, a Flyer shooting at targets more than a full story higher than itself will gain a full story of altitude. Unpowered Flyers (Gliders) either sacrifice 2" of speed or lose one story of altitude every turn. To take off and land, regular Flyers need a minimum length of clear terrain, road, or airstrip, equal to four times the Class Number of the Flyer. (Hover Flyers, of course, have VTOL capability and can land anywhere there is enough room for them to sit.) A base can halve the minimum runway length on landings by building a tripwire or net on their landing strip for five points. If the tripwire or net is used by a Large flyer, it will work once but break in the process. If a flyer tries to land on an airstrip shorter than this, it will end up colliding with whatever is at the end of the airstrip. Except when taking off or landing, a Flyer on the ground taxis around at 4" per turn. 4.3 Vehicle Damage Resolution ----------------------------- Vehicles have Armor Values, just like normal troopers do. This Armor Value is used exactly as the Armor Value for troopers is; that is, if a vehicle is hit by an enemy weapons blast, then the attacker rolls his Damage Value dice, and the defender rolls the vehicle's Armor Value dice. If the defender rolls higher, then the vehicle's armor repelled the blast with no damage, except for maybe a little bit of charred and flaked paint. The difference is, if the attacker rolls higher, the vehicle is not instantly destroyed. An attacker firing at a vehicle must choose a specific location on the vehicle. If he makes his Skill Roll, then he hits that spot; if he misses, he might miss closely enough that the defender will have no choice but to choose another location on the vehicle (see the NearMiss rules). Every part of a vehicle has the same Armor Value as the vehicle, except for parts that are obviously so flimsy or fragile that attacks pass right through them and hit whatever is behind them. Examples include canvas sails, wagon covers, and giant palm leaves used as camouflage. (Glass is this fragile up until TL4, when all windows in military vehicles and installations are made of bulletproof glass. At TL5 or higher, windows in every type of vehicle and building are made of high-impact plastic or even force fields and energy shielding.) Once the attacker knows what part of the vehicle was struck, and before he makes his Damage Roll, he must decide how he wants the damage to be applied. If he wants cause specific damage to the subsystem (such as a weapon or propulsion unit) or individual PBB that was struck, then he will make a roll on the SubSystem Ker-Pow! Table (assuming his Damage Roll ends up higher than the defender's Armor Roll). If he wants the damage to be applied in to the entire vehicle in general, then he will make his roll on the Vehicle Ker-Pow! Table. The power of your attack will affect the extent of the damage. To determine this damage, figure out by exactly how much the attacker's Damage Roll beat the vehicle's Armor Roll (Damage minus Armor); that number will be the Damage Bonus. Add this Bonus to your roll when you consult the Ker-Pow! Table. 4.3.1 Subsystem Ker-Pow! Table Ker-Pow! Roll (1d6+Damage-Armor) What Happens _____________ In a freak mishap, the weapon blast fuses crucial circuits and knocks mechanical bits into perfect Any time alignment, causing the system to perform even a '1' is rolled, better than before! regardless of bonus The affected system gets a minor upgrade. Controls get a +1 bonus to targeting, tires' TurnRadius tightens by 1", jet engines' top speed increases by 1", a weapon's range increases by 1", or some similar minor advantage as chosen by the defender. If the PBB targeted is not a part of any specific subsytem, then the defender gets no particular bonus besides the warm fuzzy feeling of not being dead. _____________ The weapons blast invokes the wrath of tiny godlike beings that happen to make their home inside the affected component. They vent their rage by causing 2 everything within a parsec to be instantly annihilated. It is not really possible to get a 2 when rolling (1d6+Damage-Armor). If you get this result, you've done something wrong. _____________ The component is heavily damaged.* 3 If there is a Performance Improvement associated with that component, the Performance Improvement is nullified. Otherwise, the effectiveness of the component is reduced by half. Damaged controls double the UR of weapons fire and Piloting rolls, damaged weapons fire half as far and do half damage, damaged tires' halve acceleration (if back tires) and double TurnRate (if front tires), damaged engines' top speed and Power are halved. If the target PBB's function is not one whose effectiveness can be halved (i.e. a light switch or a hinge), then it is rendered non-functional. If it has no particular function, then it is unaffected. _____________ The component is rendered nonfunctional.* 4 The component is no longer useful for anything but emitting smoke and sparks. I hope you have a backup. Without controls, you can't steer, accelerate, decelerate, or fire weapons (unless you climb over to them and fire them by hand). With broken front tires, you can't steer; with broken back tires, you can't accelerate; with either set of tires broken, your maximum velocity is halved and your TurnRate doubled. With a broken engine, nothing on the vehicle has any power. If the target PBB has no particular function, then it is blown off of the vehicle. _____________ The component is heavily damaged and blown off of the vehicle or base.* 5 If you could attach the component to a power source, it would operate at half effectiveness; however, since it's no longer attached it is useless. Set it on the ground next to the vehicle or base. _____________ The component is destroyed.* 6 or more Break the subsystem up into its component parts, remove half of them from play, and scatter the other half around the vehicle or base. _____________ * - if the affected component is an Explosive, a roll of 6 on a 1d6 means it goes off while still attached to the vehicle. 4.3.2 Vehicle Ker-Pow! Table If you do not happen to have a 1d20 handy, you can roll 2d10 instead, although this changes the odds a little. Any time both dice come up 1 on the 2d10, treat it as a roll of 1 on the Ker-Pow! Table. If you roll a result that affects a propulsion device, control system, Pilot, etc., and there are more than one of the affected target on the Vehicle, then the defender may choose which of the targets is affected. The target must be appropriate to the effect; an effect that impairs a Pilot's driving cannot be applied to a gunner, for instance. Damaging effects cannot be applied to 'backup' components that are not active, unless there are no appropriate active components to target. Ker-Pow! Roll (1d20+Damage-Armor) What Happens _____________ The flash of the weapon blast fills the driver with a grim sense of purpose and the nearness of death Any time inspires in him abilities he never knew he had. a '1' is rolled, regardless The defending player gets 1 point with which to of bonus give the affected Pilot any Trooper Performance Modification he wishes. (See 7.1.2: Trooper Performance Modification.) _____________ In a freak coincidence, damage from the attack activates a MegaDestructoDevice hidden eons ago in a fold of subspace during a long-forgotten alien war. 2 The battle ends instantly as everything in the quadrant is instantly converted into a sparse cloud of rare and unstable high-energy subatomic particles. It is not really possible to get a 2 when rolling (1d20+Damage-Armor). If you get this result, you've done something wrong. _____________ The engine is hit lightly and begins spewing out clouds of dense smoke, enveloping the vehicle. 3 For 1d6 turns, the vehicle is at -1 to be hit by enemies, and the driver gets a -1 Skill modifier due to poor visibility. _____________ The driver receives an ugly bruise on his elbow and other minor contusions. 4 The driver gets a -1 Skill modifier for the rest of the battle. _____________ A minor concussion causes the driver to become confused and he has to radio for directions. 5 The vehicle stops and cannot move or fire for one turn. Flyers maintain a holding pattern. _____________ The driver becomes enraged and throws a fit, forgetting to steer or fire weapons. 6 The vehicle cannot fire for one turn. It travels in a straight line at maximum speed. _____________ The shot panics the driver, causing an intense need to relieve his bladder. 7 The driver must park or land his vehicle as quickly as he can and run for the nearest tree, fire hydrant, or alleyway (or whatever is available). He can do nothing else until he's spent a full turn there. _____________ The driver becomes enraged and swears a Personal Death Vendetta against the soldier, vehicle, or weapon that hit him. 8 The driver will do everything in his power to destroy the offender. He can focus on nothing else until that attacker has been destroyed. _____________ if the vehicle has any Performance Improvements or Custom Vehicular Modifications: The damage from the blast ruins one of the vehicle's fancy modifications. 9 One Performance Improvement is cancelled, or one Custom Vehicular Modification falls off. otherwise: The stress of battle becomes too much for the poor driver, who becomes demoralized and starts drinking heavily. Every time a driving Skill Roll is called for, it fails automatically. Weapons are fired at -2 to Skill. _____________ The shot hits the weapons systems, and a weapon is blown off. 10 One weapon of the defender's choice falls off of the vehicle but is undamaged. If it is explosive, a roll of 6 on a 1d6 means it goes off when it hits the ground. _____________ The shot hits the weapons systems, and a weapon is blown off. 11 One weapon of the attacker's choice falls off of the vehicle but is undamaged. If it is explosive, a roll of 6 on a 1d6 means it goes off when it hits the ground. _____________ The back wheels (or treads, propellers, thrusters, etc.) of the vehicle are severely damaged or blown off. 12 Unless the vehicle has a backup motive system, the vehicle may only move at half speed. Flyers whose maximum speed is taken below 10" must attempt an emergency landing on their next turn. If you are using the optional Altitude Rules, then these Flyers do not have to attempt an emergency landing but instead lose altitude every round. _____________ All forward gears are destroyed. 13 The vehicle may only move at half speed, in reverse. Flyers must attempt an emergency landing on their following turn. _____________ The primary motive systems (wheels, jets, etc.) fall off but are not damaged. 14 Unless the vehicle has backup motive systems, it is now a stationary vehicle. Flyers have one turn to pull off an emergency landing before they crash-land. _____________ The links between the main control system and the rest of the vehicle are severed. 15 Unless the vehicle has backup control systems, it is now out of control. It zips along at maximum speed, and the players take turns steering on alternate Movement Phases. Defender steers first. _____________ The engine shoots out of the vehicle and flies straight up into the air. 16 The vehicle moves at half speed on its following turn and is then stationary. Turrets no longer rotate, hinges no longer hinge, power windows no longer work. You can still use the weapons by climbing over to them and firing them by hand. The engine lands 1d6 inches away (defender chooses exact location) on the defender's following turn, doing 1d6 plus half its Power rating in Damage (round up). _____________ The power cells overload. 17 All the weapons on the vehicle fry themselves and are destroyed. Any explosive weapons detonate. The vehicle moves at double speed on the following round and cannot steer. After that, the engine locks and it is a stationary vehicle. _____________ Arcs of electricity and clouds of shrapnel fill the interior of the vehicle. 18 The pilot and all troopers in the vehicle take the vehicle's AV in Damage. _____________ Arcing electricity, shrapnel, smoke, bursts of pure energy, and geysers of flame fill the interior of the vehicle. The driver explodes in a tremendous cloud 19 of blood and viscera. The vehicle flips end-over-end and lands on its top. The driver is destroyed. Passengers may be tossed clear, unless they are in an enclosed cabin, in which case they are pummeled into hamburger against the walls of the vehicle interior. If the vehicle survives the additional damage of flipping over (roll a Collision between the vehicle and the ground for the vehicle's current velocity), it is useless until it can somehow be turned right-side-up again. _____________ The engine explodes in a huge plume of fire, setting off the fuel system and causing a tremendous explosion. Everyone on the battlefield, friend and 20 foe alike, cheer at this beautiful image, so dear to or more a warrior's heart. The vehicle blows up, doing explosion damage equal to its Armor Value. Flyers nose-dive straight down and crash. Boats sink to the briny bottom. _____________ If you roll a result that doesn't apply to your vehicle (for instance, you roll a nine for a vehicle whose driver is already dead), keep adding one to your roll until you get a result that applies.