Vehicle Combat
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Vehicle combat is handled just like character combat. We'll use a vehicle scale for ship to ship fights, etc.


Vehicle Stats

Size Large, Huge, Gargantuan, Special (Transport), Spacial (Capital), Special (Station)
Type Groundcraft, Hovercraft, Aircraft, Watercraft, Spacecraft
Subtype Speeder, Space Transport, Fighter
Armor Class 10 + Size Modifier (Large -1, Huge -2, Gargantuan -5, special -10) + Vehicle or Pilot Dexterity + Armor
Shield Rating A shield provides Damage Reduction by subtracting its rating from the damage of incoming attacks.
Damage Threshold A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage from a single Attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the object’s hit points. (Large 4, Huge 8, Gargantuan 12, special 16+)
Cover Vehicles can give the pilot and crew cover. This includes total cover, three-quarters cover, or half cover.
Hit Points This is set and determined by size. A vehicle doesn't have hit dice. (Large 60, Huge 80, Gargantuan 100, special 200+)
Speed Vehicles have a regular character scale speed and a vehicle scale speed (1/10th character scale) to help facilitate combat on that scale. Starships have a starship scale (1/10th vehicle scale, rounded down). It usually has a max. velocity listed as well (base speed x 2.5).
Vehicles follow the same movement rules as characters. The driver or pilot spends his movement moving the vehicle. Other characters on board the vehicle do not.
Starspeed Multiplier for determining space travel times. Standard or ?
Str This is how strong the vehicle is. (Large 22, Huge 28, Gargantuan 34, special 40+)
Dex This is the fastest a vehicle can react. Pilots or drivers with lower Dexterity scores use those instead.
Con This is how sturdy the vehicle is. Do we need this?
Int A vehicle with an onboard computer has an Intelligence score. These vehicles can add this modifier in some circumstances.
Wis Vehicles don't have a Wisdom score, but the driver or pilot does.
Cha Vehicles don't have a Charisma score, but the driver or pilot does.
Skills Only a vehicle with an onboard computer can have skills. Otherwise, these are the pilot's.
Senses Vehicles may have sensors giving them darkvision, blindsense, or even something described under the equipment section. The passive Perception of a vehicle requires an onboard computer or pilot. The higher will be listed here.
Languages Only a vehicle with an onboard computer can have languages.
Challenge This will be included when there's a pilot.


Crew number of required crew, then number of crew stations (like gunners)
Passengers capacity for passengers
Cargo in pounds or tons
Consumables supplies for survival for a full crew and passengers - air, food, water, etc.
Carried Craft Any other craft carried on this vehicle
Availability Restricted, military, licensed, etc.
Cost Cost in $

Actions


Vehicles sometimes have weapons. Attacks with linked weapons add the vehicle's Intelligence modifier. Characters who can make multiple attacks can do so with the standard weapon attacks of the vehicle like machine guns, but not with special attacks like missiles unless otherwise stated.

Reactions


Vehicles can sometimes make special reactions.

Vehicle Combat

The role of vehicles is primarily to move characters and creatures from one location to another. However vehicles can also figure heavily into combat – whether that battlefield occurs on city streets, in a barren wasteland, or in the depths of space.

In general, Vehicle Combat follows the same Combat rules as characters: they have movement, actions, and the capacity to take damage.

Scale

Vehicle Combat uses two scales: Character Scale, and Vehicle Scale. If the encounter involves both Vehicles and characters on foot, use Character Scale. If the scene involves Vehicles only, use the Vehicle Scale.

Character Scale. Character Scale is identical to the standard movement scale. Combat is carried out on a grid, in which each square equals feet.

In Character Scale, most Vehicles are large enough to occupy multiple squares on the battle map. How many squares a Vehicle occupies is determined by its size. However, some Vehicles are so large that their size is categorized as "Special". Special sized vehicles are subcategorized into Station, Capital, or Transport, each carrying special rules. Special sized Vehicles are not placed on the battle map; they are either off the map (perhaps providing fire support), or the battle might take place inside of them.

In Character Scale, more than one Vehicle cannot occupy the same space on the battle map, and a Collision occurs whenever a Vehicle enters a square occupied by a creature, obstacle, or another Vehicle (see Collisions below).

Vehicle Scale. In Starship Scale, each square of the battle map is abstract, representing a variable amount of space. Each square can represent hundreds or even thousands of feet. At Vehicle Scale, a Vehicle can pass through squares occupied by allies, but not squares occupied by opponents.

Vehicle Combat Statistics

All Vehicles statistics that are relevant to Combat are described below:

Vehicle Size. Vehicles use similar size categories as creatures, as shown below. It also adds the Special size category, which is devided into Station, Capital, and Transport.

A Vehicle's Size Modifier applies to the Vehicle's Armor Class, Damage Threshold, Hit Points, and other statistics, as well as some checks made by the Vehicle's occupants.

Vehicle Sizes

Vehicle Size Size Modifier Examples
Special (Station) -10 Lantern Space Station, UNT Remote Refueling Station
Special (Cruiser) -10 Akkadian Colossus-class Battleship, Omega-class Destroyer
Special (Frigate) -10 Cruise Missile Submarine, Sesh Warbird
Special (Transport) -10 Kayte Warship, Phi-class Coordinator Cruiser
Gargantuan -5 Bell 206 Jet Ranger, Mother Goose Medical Transport
Huge -2 1967 Chevrolet Camaro, Type 99 Tank
Large -1 Street Bike, Caemian Stringray Submarine
Medium 0 Hoverbike, Jetski
Small +1 Mountain bike, Fighter drone

Attacks

Any Vehicle equipped with weapons can make attacks against opponents within range. An attack roll with a Vehicle Weapon is calculated as any other weapon attack. However, some vehicles also add their Intelligence modifier to the attack. The Vehicle's size modifier is applied to the attack roll.

d20 + Character's Ranged Attack Modifier + Vehicle's Size Modifier + *(Vehicle's Intelligence Modifier)

Character's Ranged Attack Modifier. This is the same modifier that the character used to attack with character scale ranged weapons such as rifles and bows. The character must be proficient in Heavy Weapons to add his proficiency bonus to most Vehicle Weapons.

Vehicle's Size Modifier. The Vehicle's size modifier applies to attacks made with most of the vehicle's weapon systems unless specifically stated otherwise.

Intelligence Modifier. A targeting system adds the vehicles Intelligence modifier to attack rolls as a bonus action. It is required for missile and torpedo launchers. *Not all Vehicle Weapons utilize a targeting system.

Damage

When you hit a target with a Vehicle Weapon, you deal damage according to the type of weapon (listed in each Vehicle's statistics). Damage dealt by a Vehicle Weapon is calculated as follows:

(Weapon Damage + Miscellaneous Modifiers) x Damage Multiplier

Damage Multiplier. After rolling the Weapon Damage dice and adding any miscellaneous modifiers, you then multiply the result by the listed Damage Multiplier. For example, when you fire a Vehicle Weapon that deals 6d10x2 damage and gain a +2 bonus from the Fighter's Archery Fighting Style, roll 6d10, then add +2, and finally multiply the result by 2.

Armor Class

A Vehicle's Armor Class represent how difficult it is to hit or damage its systems. A Vehicle's Armor Class is calculated as follows:

10 + Vehicle's Dexterity Modifier + Size Modifier + Armor Bonus

Vehicle's Dexterity Modifier. A vehicle's Dexterity Modifier represents how well it can move out of harm's way and works much like a character's Dexterity Modifier.

A vehicle's Dexterity score is based on the pilot's, however, each vehicle has a maximum Dexterity score. The vehicle can not react any faster. For example, a Rapier Starfighter has a maximum Dexterity score of 16. So, if the pilot has a Dexterity score of 14, then the Falcon Starfighter he's piloting also has a Dexterity of 14. But if the pilot has a Dexterity of 18, the Falcon only has a 16.

If the Vehicle is out of control or surprised, the Vehicle loses it's Dexterity Bonus to its Armor Class. If the Vehicle is at a Full Stop, powered down, or Disabled, it is treated as if it has a Dexterity score of 0.

Size Modifier. The vehicle's Size Modifier is applied to the vehicle's Armor Class.

Armor Bonus. The vehicle's Armor Bonus is added to the vehicle's Armor Class.

Fancy Flying. As a standard action on his turn, a pilot can make a Vehicle tool check. If the result is better than the Vehicle's Armor Class, then he can choose to replace the vehicle's Armor Class with this check until the beginning of his next turn.

Saving Throws

Like a character, a vehicle has Saving Throws which it makes as a reaction against certain conditions. As machines, vehicles are often immune to effects which call for Wisdom and Charisma saves. However, vehicles with onboard computers may be subject to these and are often required to make Intelligence saving throws.

Vehicles make Strength, Dexterity, and Constitution much more often.

Strength. If the System Operator is proficient with the vehicle, he can add his Proficiency Bonus to the vehicle's Strength saving throws as a reaction.

Dexterity. If the pilot is proficient with the vehicle, he can add his Proficiency Bonus to the vehicle's Dexterity saving throws as a reaction.

Constitution. If the Chief Engineer is proficient in Computers, she can add her Proficiency Bonus to the vehicle's Constitution saving throws as a reaction.

Intelligence. If the System Operator is proficient in Computers, she can add her Proficiency Bonus to the vehicle's Intelligence saving throws as a reaction.

If the vehicle has an artificial intelligence and its own Proficiency Bonus, then it cannot also gain the character's bonus.

Wisdom. This saving throw is generally made by characters inside the vehicle. However, if the vehicle has an artificial intelligence which grants it a Wisdom score, then it may be required to make a Wisdom saving throw. If the Copilot or system operator is proficient in Computers, she can add her Proficiency Bonus to the vehicle's Intelligence saving throws.

If the vehicle has an artificial intelligence and its own Proficiency Bonus, then it cannot also gain the character's bonus.

Charisma. This saving throw is generally made by characters inside the vehicle. However, if the vehicle has an artificial intelligence which grants it a Wisdom score, then it may be required to make a Charisma saving throw. If the pilot or commander is proficient with the vehicle, he can add his Proficiency Bonus to the vehicle's Charisma saving throws.

If the vehicle has an artificial intelligence and its own Proficiency Bonus, then it cannot also gain the character's bonus.

Hit Points

Vehicles have Hit Points, just like characters. Hit Points represent the vehicle's physically mass, but also the robustness or fragility of its systems. Vehicle Hit Point damage doesn't heal, it must be repaired (see below).

Damage Reduction

A vehicle with Damage Reduction has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its Damage Reduction. All damage dealt to a vehicle is reduced by its Damage Reduction. Any damage that fails to meet or exceed the vehicle’s damage reduction is considered superficial and doesn’t reduce the object’s Hit Points – although it might require some fresh paint.

A vehicle's Damage Reduction is based on its size, however, upgrades can increase this number.

Vehicle Damage Threshold

Vehicle Size Damage Threshold
Special (Station) 500
Special (Cruiser) 200
Special (Frigate) 100
Special (Transport) 50
Gargantuan 20
Huge 10
Large 5
Medium 2
Small 1

Disabled Vehicles

If a vehicle is Disabled, it immediately stops moving. If the vehicle was flying in a gravity well at the time it became Disabled, it immediately falls 200 feet, plus an additional 200 feet each round until it either hits the surface or is reactivated. So, on round 1, the vehicle falls 200 feet, on round 2 it falls 400 feet, on round 3 it falls 600 feet, and so on. Resolve falling damage as normal.

If a vehicle is reduced to 0 Hit Points by an Attack that deals damage equal to half it's Hit Point maximum, it is destroyed. In addition, all the Vehicle’s occupants take Damage equal to one-half the indicated damage.

Crew Cover

Most vehicles provide at least some cover to their crew and passengers. This includes total cover, three-quarters cover, or half cover. You cannot Attack a target that has total cover.

The cover a vehicle provides to its crew and passengers is included in its statistics.

Speed

Every vehicle has a Speed, given in feet, just like a character. Spacecraft and Aircraft also have a Speed given in squares for use at Vehicle Scale.

The pilot may move a vehicle up to it's listed Speed using her Move Action and can increase this movement just as she'd increase her own, such as using the Dash action.

Maximum Velocity. This is the maximum speed that a vehicle may move expressed in miles-per-hour. It isn't used in combat, but for determining movement over long distances.

Characters in Vehicles

A character in a vehicle fills one of several roles, which determines what the character can do. A character can fill several roles at once, but most roles may only be filled by one character at a time. For example, an F-16 Pilot also acts as the vehicle's Commander and Gunner, while the Copilot also acts as System Operator and Chief Engineer. On the other hand, an Omega-Class Destroyer with hundreds of crewmembers still only has one Pilot, one Commander, and so forth. You can change roles from round to round, but you can only fill a role if no other crewmember has filled that role since your last turn.

Pilot. The Pilot of the vehicle controls its movement. Most vehicles have only one position from where the vehicle can be Piloted. Piloting a vehicle is, at a minimum, a Move Action, which means that the Pilot can do other things with their Standard Action and potential Bonus Action. A vehicle can have only one Pilot at a time. The Pilot adds the vehicle's Size Modifier and Dexterity Modifier on all Initiative and Vehicle tool checks.

Copilot. A Copilot can help the Pilot by using the Help action. The Copilot must be seated in a location where they can see in front of the vehicle and advise the Pilot (this is usually the cockpit or bridge). Helping the Pilot is a Standard Action, leaving the Copilot with a Move Action and a potential Bonus Action each round to perform other tasks. A Vehicle can have only one Copilot at a time.

Gunner. Most military vehicles and some others have built-in weapons. Any weapon not controlled by the Pilot or Copilot requires a Gunner to operate. A vehicle can have as many Gunners as it has Gunner positions. Some weapons require multiple Gunners to operate, but only one of these Gunner's makes the attack roll.

Commander. The Commander coordinates the various crewmembers and stations aboard the vehicle, analyzes the battle as it unfolds, and looks for weaknesses in the opponents' vehicles and tactics. A vehicle can have only one Commander at a time.

System Operator. The System Operator manages the vehicle's shields, sensors, and communications. A vehicle can have only one System Operator at a time.

Chief Engineer. The Chief Engineer keeps the vehicle running even as it takes debilitating damage to its systems, diverting power from overloaded circuits to keep the vehicle functional. The Chief Engineer also leads efforts to repair damage to the hull between battles. A vehicle can have only one Chief Engineer at a time.

Other Crew. Other crewmembers can fill many supporting roles, coordinating troops or starfighters, administering medical care, guarding sensitive areas, and providing general maintenance. These crewmembers can assist others on some Skill Checks; for example, the members of a repair team may assist the Chief Engineer in their duties on Capital Ships.

Passengers. All other personnel aboard the vehicle are considered Passengers. Passengers have no specific role in the vehicle's operation, but may take actions aboard the vehicle, or replace crewmembers as needed.

Vehicle Combat Actions

The Types of Actions you can take during a single turn don't change when you're aboard a vehicle.

Some of the Actions described below can only be performed by particular crewmembers. In this case, the eligible crewmembers are listed in parentheses following the Action's name.

Starting the Vehicle. Unless noted otherwise, climbing aboard a vehicle is a Move Action, and powering up a vehicle requires a second Move Action.

Initiative. There are two options for determining Initiative in Vehicle Combat. First, each character can make separate Initiative checks. An alternative is to make an Initiative check for each vehicle, using the Pilot's Initiative check modifier. This is particularly appropriate when characters are in separate vehicles since it allows everyone aboard the same vehicle to act more or less simultaneously.

Dash (Pilot Only). When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.

Because most power is diverted to the engines when using a Dash, Gunners on board your vehicle cannot attack until the start of your next turn.

Ram (Pilot Only). You can attempt to Ram a target by making a Vehicles tool check opposed by the target's Armor Class. You must have sufficient movement to reach the target. You can use your Vehicle to Ram just about anything, including another vehicle, a creature, or a structure.

If the check succeeds, your vehicle, the target, and all passengers aboard vehicles involved in the Collision (including you) take the amount of Damage listed in the Collision Damage Table (see below). Assuming you're alive and conscious, you can continue moving through the target's space if your vehicle has any movement left. Otherwise, your vehicle is pushed out of the target's space, and into the nearest available space, and your turn ends.

Help Action. As a Standard Action, you can perform the Help action to grant a fellow crew member advantage on some Ability Checks or Attack Rolls.

Any crewmember can Help with any other Skill Check or Ability Check.

Aiding an Attack Roll: In Vehicle Combat, the System Operator can use the Help action to provide improved targeting data.

Pilot: The Pilot of the vehicle controls its movement. Most vehicles have only one position from where the vehicle can be Piloted. Piloting a vehicle is, at a minimum, a Move Action, which means that the Pilot can do other things with their Standard Action and potential Bonus Action. A vehicle can have only one Pilot at a time. The Pilot adds the vehicle's Size Modifier and Dexterity Modifier on all Initiative and Vehicle tool checks.

Copilot: The Copilot can assist on Vehicle tools checks made by the Pilot. He must be seated in a location where they can see in front of the vehicle and advise the Pilot (this is usually the cockpit or bridge).

Gunner. Most military vehicles and some others have built-in weapons. Any weapon not controlled by the Pilot or Copilot requires a Gunner to operate. A vehicle can have as many Gunners as it has Gunner positions. Some weapons require multiple Gunners to operate, but only one of these Gunner's makes the attack roll.




Commander: The Commander can assist on Computer tools checks. The Commander coordinates the various crewmembers and stations aboard the vehicle, analyzes the battle as it unfolds, and looks for weaknesses in the opponents' vehicles and tactics. A vehicle can have only one Commander at a time.

System Operator. The System Operator can perform the Help action to . A vehicle can have only one System Operator at a time.

Chief Engineer. The Chief Engineer keeps the vehicle running even as it takes debilitating damage to its systems, diverting power from overloaded circuits to keep the vehicle functional. The Chief Engineer also leads efforts to repair damage to the hull between battles. A vehicle can have only one Chief Engineer at a time.

Attack with a Melee Weapon. With a Melee Weapon, you can strike any opponent within a square you threaten. You can only threaten squares within your Reach from the Vehicle's space, and you don't threaten spaces around the Vehicle at all if it grants Total Cover. For example, a Jedi on a Speeder Bike could Attack targets adjacent to the bike with their Lightsaber, but the same Jedi couldn't do so while inside an AT-AT.

You can't make a Melee Attack in Starship Scale, except within the confines of the Vehicle you occupy.

Attack with a Ranged Weapon

With a Ranged Weapon, you can throw or shoot at any target within your line of sight, as long as your Vehicle does not grant you Total Cover. For example, Clone Troopers can fire their blasters at targets outside a LAAT/i Gunship, as long as the ship's doors are open. Range modifiers apply normally for your weapon.

You cannot make a personal Ranged Attack in Starship Scale, except within the confines of the Vehicle you occupy.

Attack with a Vehicle Weapon (Gunner Only)

Any Gunners (Including the Pilot, if there are Pilot-operated weapons on the Vehicle) can make an Attack with their Vehicle Weapon as a Standard Action. The maximum Range and the Range Modifiers of a Vehicle Weapon Attack depend on the Vehicle Weapon used (See the Vehicle Weapon Ranges table, above).

Capital Ships: Capital Ship Weapons are designed for long-range bombardment against large or immobile targets, and they have difficulty tracking very small targets. When Attacking a target of less than Colossal size, a Vehicle that is Colossal (Frigate) size or larger takes a -20 penalty on it's Attack Rolls. Point-Defense Weapons are specifically designed to Attack smaller targets, and do not take these penalties.

Trained Pilot: If you are Trained in the Pilot skill, you gain a +2 bonus on all Attacks made with any Vehicle Weapon identified as being crewed by the Pilot.

Attack Run (Pilot Only)

As a Standard Action, you can move up to your Vehicle's Speed (Minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an Attack with a Vehicle Weapon at that target at the end of your movement. You gain a +2 bonus on your Attack Roll, and take a -2 penalty to your Vehicle's Reflex Defense until the start of your next turn. In Starship Scale, you cannot make an Attack Run through squares occupied by opponents, but allies do not hinder your Attack Run.

Dogfight (Pilot Only)

As a Standard Action, the Pilot of an airspeeder or starfighter can initiate a Dogfight against an enemy airspeeder or starfighter in an adjacent square (Starship Scale). Make a Pilot check at a -5 penalty, opposed by the target's own Pilot check.

Consequences of Dogfighting: A Vehicle engaged in a dogfight must select the Dogfight Action on every turn, and it cannot move out of it's current square until it Disengages (See below). While engaged in a Dogfight, you cannot Attack any target outside the Dogfight.

Firing into a Dogfight: If another Vehicle fires into a Dogfight, it takes a -5 penalty on it's Attack Roll, unless the Gunner has the Precise Shot feat.

Attacking in a Dogfight: Make an opposed Pilot check as a Standard Action, if you succeed on the opposed check, you may make a single Attack with a Vehicle Weapon as a Swift Action. If you fail, you cannot Attack the target, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.

Disengaging from a Dogfight: Make an opposed Pilot check as a Move Action, if you succeed on the opposed check, you successfully Disengage from the Dogfight, and may move a number of squares equal to your Vehicle's Speed. If you fail, you remain in the Dogfight, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.

Attack of Opportunity: If an enemy starfighter tries to move through your square, or an adjacent square, you may attempt to initiate a Dogfight as an Attack of Opportunity. If successful, the enemy starfighter must stop moving.

Fly Defensively (Pilot Only)

As a Standard Action, you can concentrate more on protecting your Vehicle, than hurting your enemies. You and all Gunners on your Vehicle take a -5 penalty on your Attack Rolls, and your Vehicle gains a +2 dodge bonus to it's Reflex Defense until the start of your next turn. If you choose to make no Attacks, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, and all Gunners take a -10 penalty on their Attack Rolls until the start of your next turn.

Trained Pilot: If you are Trained in the Pilot skill, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, with you and all Gunners on your Vehicle taking a -5 penalty on Attack Rolls; or a +10 dodge bonus if you choose to make no Attacks on your turn.

Move Actions

Move Actions include the following:

Move (Pilot Only)

You can Move up to your Vehicle's Speed. The only restriction for Vehicle Movement is that you cannot reenter a square you just left.

Swift Actions

Swift Actions include the following:

Aim (Gunner Only)

Just as in Character Combat, you can Aim before making a Ranged Attack.

Full Stop (Pilot Only)

If you haven't already used a Move Action or Full-Round Action to move your Vehicle this turn, you can spend a Swift Action to bring your Vehicle to a Full Stop. After that, the Vehicle is considered stationary.

You cannot bring a Vehicle to a Full Stop if you used the All-Out Movement Action (See above) on your last turn.

Increase Vehicle Speed (Pilot Only)

If you are Trained in the Pilot skill, you may make a DC 20 Pilot check as a Swift Action to push your Vehicle beyond it's normal limits. (You can't Take 10 on this check.) If the check fails, your Vehicle's Speed does not increase, and your Vehicle moves -1 step on the Condition Track. If you succeed, your Vehicle's Speed increases by 1 square until the end of your next turn. For every 5 points by which you exceed the DC, your Vehicle's Speed increases by an additional 1 square.

You may attempt to Increase Vehicle Speed once per round as a Free Action, when using the All-Out Movement Action (See above).

Raise or Lower Shields (System Operator Only)

By spending a Swift Action, you can activate or deactivate the Shields on your Vehicle. Shields are generally kept inactive in noncombat situations to reduce strain on the Vehicle's systems, and Raising Shields is often perceived as evidence of hostile intent, so many Commanders prefer to keep their Shields down, unless they are expecting trouble.

Recharge Shields (System Operator Only)

By spending 3 Swift Actions during the same turn, or on consecutive turns, you can make a DC 20 Mechanics check to increase your current Shield Rating by 5, up to the Vehicle's normal maximum.

Reroute Power (Engineer Only)

By spending 3 Swift Actions during the same turn, or on consecutive turns, you can make a DC 20 Mechanics check to move your Vehicle +1 step on the Condition Track.

Reactions

As always, a character may make any number of Reactions during a round. Reactions include the following:

Avoid Collision (Pilot Only)

Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed on the check, all targets involved in the Collision take half Damage (See Collisions, below).

You can't attempt to avoid a Collision when you intentionally Ram a target (See Ram, above).

Starship Scale: Collisions are easier to avoid at Starship Scale. If you succeed on the Pilot check to avoid a Collision in Starship Scale, no Collision occurs.

Special Combat Rules

Vehicles have a few additional rules during Vehicle Combat that are different from those used in Character Combat.

Area Attacks

Except as noted here, Area Attacks work the same for Vehicle Combat as they do for Character Combat.

Starship Scale: Because of the size of each square compared to the size of Starships, Area Attacks (Including Autofire, Burst Radius Weapons, and Splash Weapons) are resolved as Attacks on a single target in Starship Scale, unless the weapon is specifically listed as having a starship-scale Area Attack.

Autofire

If your Vehicle is capable of Autofire, you can use it to make an Area Attack in Character Scale, just as in Character Combat.

Starship Scale: Instead of Attacking a 2-square by 2-square area, airspeeders and starfighters may Attack a number of squares in a straight line as they fly over them. Doing this requires the Attack Run Action (See above), and the Area Attack applies to a straight line 1 square wide, and 5 top 10 squares long. You take a penalty top your Attack Roll equal to the number of squares included in the Area Attack.

Collisions

A Collision occurs whenever your Vehicle moves into a space occupied by a creature, structure, another Vehicle, or hazard (Such as an asteroid), or whenever such things move into your Vehicle's Fighting Space. A Collision is treated as an Area Attack. You can reduce or negate the Damage from a Collision as a Reaction by succeeding at a DC 15 Pilot check (See Avoid Collision, above). Unless the Vehicle provides no Cover to those onboard, any Damage dealt to passengers and crew in a Collision is reduced by an amount equal to the Vehicle’s Damage Threshold. Additionally, Collision Damage is doubled if the Colliding Vehicle is using the All-Out Movement Action (See above).

Ramming Vehicles: When the source of the Collision is a Ramming Vehicle, the Pilot of the Ramming Vehicle makes a Pilot check (Instead of an Attack Roll), and compares the result to the Reflex Defense of the target. If the check succeeds, the Ramming Vehicle, the target, and all passengers aboard Vehicles involved in the Collision take the amount of Damage listed in the Collision Damage table, below. If the check fails, reduce the Damage by half.

Mobile Hazards: When the source of the Collision is a mobile hazard of Large size or greater (Such as an asteroid, or unguided Vehicle), the Colliding hazard makes an Attack Roll against the target's Reflex Defense. The hazard's Attack Roll is resolved by rolling 1d20 and adding a flat modifier based on it's size: Large, +1; Huge, +2; Gargantuan, +5; Colossal or bigger, +10. If the Attack hits, the Colliding hazard, the target, and all passengers aboard Vehicles involved in the Collision take the amount of Damage listed in the Collision Damage table, below. If the Attack fails, reduce the Damage by half.

Collision Damage
SIZE OF COLLIDING VEHICLE OR HAZARD DAMAGE
Colossal (Station) 20d6 + Strength Modifier
Colossal (Cruiser) 15d6 + Strength Modifier
Colossal (Frigate) 10d6 + Strength Modifier
Colossal 8d6 + Strength Modifier
Gargantuan 6d6 + Strength Modifier
Huge 4d6 + Strength Modifier
Large 2d6 + Strength Modifier

Crew Quality

Rather than providing statistics for every member of a Vehicle's crew, most Vehicle descriptions provide a general "Crew Quality" descriptor.

The following chart lists the five levels of Crew Quality for GM-controlled Vehicle crews, along with the appropriate check modifiers. Use the number in the Attack Bonus column to for all Attack Rolls performed by the crew. Use the number in the Check Modifier column for all Skill Checks related to the operation of the vessel (Including Mechanics, Pilot, and Use Computer checks). Crew Quality modifiers a Vehicle's Combat Level (CL), as shown in the CL Modifier column. These modifiers are already included in the Vehicle's statistics.

For unique Vehicles where the crew's statistics are included, this table is unnecessary. All crewmembers of a general Crew Quality are considered to only have Nonheroic levels.

CREW QUALITY ATTACK BONUS CHECK MODIFIER CL MODIFIER
Untrained -5 +0 -1
Normal +0 +5 +0
Skilled +2 +6 +1
Expert +5 +8 +2
Ace +10 +12 +4

Missiles and Torpedoes

Some Vehicles carry guided projectile weapons such as Proton Torpedoes or Concussion Missiles. Attacks with these weapons are resolved just as with any other weapon.

If you Aim before making an Attack with a Missile or Torpedo, it locks on to the target, and can track it's target independently. Make your Attack Roll normally, but if you miss, the Missile or Torpedo can attempt to Attack again on your next turn. This next Attack is made using the same Attack bonus, but with a -5 penalty. (You do not need to spend an Action to make this Attack.) If the Missile or Torpedo misses it's target a second time, it self-destructs harmlessly.

Attacking a Missile or Torpedo: Is a Missile or Torpedo misses it's target initially, it is possible to shoot it down before it Attacks again. A Missile or Torpedo has a Reflex Defense of 30, and 10 Hit Points, and it is considered to occupy the same square as it's target for purposes of determining Range penalties.

It is also possible to Attack a Missile or Torpedo prior to it's first Attack, but you must have Readied an Action specifically for this purpose.

Tractor Beams

Instead of Damaging a Vehicle's Hit Points, Tractor Beams prevent another Vehicle from escaping. When Attacking with a Tractor Beam, your Attack hits if you equal or exceed the target's Reflex Defense. If you hit, make an opposed Grapple check. If you win the opposed Grapple check, the target is Grabbed.

If a Grabbed target is of your Vehicle's size or smaller, then it cannot move, and it loses it's Dexterity bonus to it's Reflex Defense. Each round on your turn, you must make another opposes Grapple check; if you win the opposed check, you may pull the target up to 10 squares closer to you (Or 1 square closer to you in Starship Scale), or hold it in place in it's current square. If you lose the opposed check, the target manages to slip free from the Tractor Beam.

If the Grabbed target is larger than your Vehicle, the target retains it's Dexterity bonus to it's Reflex Defense, and can move freely, but you may move your Vehicle up to 10 squares closer to it (Or 1 square closer to it in Starship Scale). If the Grabbed Vehicle ever moves beyond the Range of your Tractor Beam (See Vehicle Weapon Ranges, above), the Tractor Beam's hold is broken automatically.

If you pull your target into your square (Or pull your Vehicle into a larger target's square), your Vehicle may use docking clamps to attach itself to the target. Once this is done, it is possible to board the target ship by blowing open, or cutting through, an airlock of the hull (See Attack an Object).

Uncontrolled Vehicles

In the event that the Pilot is incapacitated, or abandons a Vehicle before using the Full Stop Action, the Vehicle's emergency systems automatically kick in. On the Pilot's Initiative count, the Vehicle moves in a straight line a number of squares equal to it's Speed, and then comes to a complete stop.

A Vehicle without a Pilot cannot land itself while flying, so after coming to a complete stop, it will fall as if it had been Disabled.

Weapon Batteries

A Weapon Battery is a cluster of up to six identical weapons. If a Starship has Weapon Batteries, special rules apply when a Gunner Aids Another Gunner in the same Weapon Battery. First, the Aiding Gunner automatically gains a +2 bonus on the Attack Roll; no Attack Roll is required to determine whether the the Aid Another attempt is successful. Second, for every three points by which the Attack Roll exceeds the target's Reflex Defense, the target is hit by another Weapon in the Battery, adding +1 die to the weapon's Damage. (Apply this extra Damage before applying the weapon's Damage Multiplier, if any.) If a Starship has Weapon Batteries, it's statistics include the modified Attack bonus because these weapons are are usually fired as a group. However, the weapons may still fire independently without the bonus, if you wish.

In addition, a Weapon Battery can also Aid Another Weapon Battery. In this case, only one Gunner in the Aiding Battery needs to make an Attack Roll against a Reflex Defense of 10. If successful, add a +2 bonus on the Attack Roll for every weapon in the Aided Battery. Unlike weapons in the same Battery, there is no chance that these extra weapons hit the target, regardless of how much the Attack Roll exceeds the target's Reflex Defense.

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