Saturday, March 5, 2016

Star Wars Campaign Vehicle Rules




VEHICLES


Characters in Vehicles

Characters onboard a vehicle can take on many roles which determine the actions they may take to impact the operations of that vehicle. Characters may fill many roles at once, as with a single-person starfighter, while larger vehicles may have thousands of crewmembers. Characters can change their role on a vehicle’s crew from round to round during action scenes, but only if they can access the specific position onboard associated with that role (if there is one).

Pilot
The pilot controls a vehicle’s movement. Most vehicles can only be piloted from one location and position. There can only be one pilot controlling a vehicle at a time.

Copilot
The copilot usually occupies the same location as the pilot, but must be able to see the front of the vehicle and communicate with the pilot in any case. Copilots can use the aid standard action to assist the pilot or participate in Team Checks.

Gunner
If a vehicle has weapons, a gunner can operate any of those which are not controlled by the pilot directly. Each individual vehicle weapon may only have one gunner.

Commander
A vehicle can have one commander who oversees operations, coordinates the crew, and organizes team checks.

System Operator
A systems operator manages one or more of the vehicles features (such as sensors and communications) or other effects not related to weapons or maneuvering (such as shields). In large vehicles these systems are under separate control while in smaller vehicles there may be just one systems operator. The duties of a systems operator fall to the pilot or copilot in small vehicles.

Engineer
The vehicle’s engineer monitors the vehicle’s power usage. Sometimes an engineer will be required to shut off power to a damaged system to prevent a drain on other systems or divert power of to a damaged system. The engineer also manages repairs either during or after action scenes.

Support Crew
Some vehicles have many other crewmembers including medical and security personnel. During action scenes, these individuals may be able aid to another crew member or carry out repairs.

Passengers
Non-crewmembers present on a vehicle are passengers. Passengers typically have no role in the vehicle operation, but may be free to act on their own accord while onboard. Passengers may be asked (or volunteer to) fill in for crewmembers if needed.

Vehicle Actions

Aid and Team Checks
Vehicles moving in formation may be able to make maneuver checks as a Team Check by following the lead vehicle. A maneuver failure in that case has potentially disastrous consequences. Crew members capable of taking the same action can also aid one another in doing so.



Control
When a control check is called for, the pilot makes a DC 15 Vehicles skill check. Only one control check is made each round per vehicle. If situations calling for a control check mount, every additional control check that would have been called for instead increases the check DC by +5. Open terrain (such as sky or space) modifies the control check DC by -5, while tight terrain (like areas of dense forest or heavy traffic) adds +5 to the DC.

If the pilot’s control check fails, the vehicle crashes into an obstacle (or possibly another vehicle, depending on the situation). The vehicle and the obstacle (and any occupants of either) suffer damage equal to the Speed rank of the fastest moving vehicle. Add +1 to the effective damage rank for collision with another vehicle, +1 per difference in size category to the smaller vehicle, +2 ranks for two degrees of failure on the control check, +5 ranks for three or more degrees of failure. For vehicles moving in the same direction, subtract the lower speed rank from the higher to get the effective speed rank of the crash. Occupants make Dodge checks against a DC of (Damage rank + 10) to suffer half damage from the crash.

An air or space vehicle may stall on a failed control check if there is no hard terrain or other obstacle to crash into. The pilot can restart the vehicle with a successful Vehicles skill check (DC equal to the control check).





Operate Vehicle
The pilot operates the vehicle with a move action each round but only difficult maneuvers require a check. If no one is controlling the vehicle by using at least a move action, the vehicle goes out of control

Operate Vehicle Weapons
Crew taking a gunner position can make attacks with their vehicle weapon as a standard action. Multiple gunners on the same vehicle can provide supporting fire to each other or the pilot (if the vehicle has a pilot operated weapon), effectively allowing for a Team Check.

Repair
When vehicles are damaged during an action scene, characters may need to make jury-rigged repairs or divert emergency power from one vehicle system to another. This is generally a Technology skill check with the DC based on the severity of the damage and/or the complexity of the system, as chosen by the gamemaster. As with any jury-rig attempt, repairs or any other effects only last until the end of the scene.

Vehicle Combat

Attack
You can make attacks normally from any vehicle that does not provide Total Cover.

Charge
A vehicle charge is often referred to as an attack run, but is otherwise unchanged from the charge standard action.

Dogfight
You attempt to start a dogfight with a target air or space vehicle within one size category of yours. Make a close attack check against the target. If successful, the target makes a resistance check against your Vehicles skill (or the rank of a grabbing effect) using the target’s Vehicles skill with a +2 bonus. If you win with one degree of success, the target is engaged in the dogfight with you in close pursuit. The target becomes vulnerable and is treated as immobile relative to you and any other active combatants. In reality your vehicles continue to move as the opposing pilot tries to shake pursuit and the environment may change accordingly. Two or more degrees of success tighten your position relative to your opponent who becomes defenseless and impaired in addition to remaining (relatively) immobile.

You can attempt to improve an existing position with another dogfight action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target escapes.

Your vehicle is hindered and vulnerable while engaged in pursuit with an opponent. You can maintain your position with a free action each turn, but cannot perform any vehicle maneuvers while doing so except an action that targets the engaged opponent. You can choose to inflict your vehicle’s weapon damage on your target as a standard action without the need for an attack roll, however you have no chance to score a critical hit when doing so.

You can attempt to force an engaged opponent to move in a direction of your choice while you move in pursuit. The target makes a Vehicles skill check against the routine check result of your Vehicles skill. If it fails, the target moves forward in any direction of your choice with up to a 45 degree adjustment in direction with you directly behind. If the flight path you choose includes any obstacles, first the target and then you must each make a maneuver check to avoid them. If the target resists, you are immobilized (relative to active combatants) that turn unless you disengage from the dogfight.

You can end a dogfight as a free action. If you are unable to take the free action maintain your position, the target disengages automatically. A target can attempt to escape from a dogfight as a move action.  The engaged opponent makes a Vehicles skill check against the routine check result of your Vehicles skill or grab effect rank. If your opponent succeeds, they disengage from the dogfight and can move away up to their Vehicle’s speed minus one rank.

Any attacks targeting a vehicle engaged in a dogfight, or made by a gunner on such a vehicle, take a -5 circumstance penalty. While firing into a dogfight, a failure by two or more degrees hits the other vehicle instead (at the gamemaster’s discretion).



Evasive Action
The pilot of a vehicle can use evasive action by taking a standard. The pilot’s Vehicles skill check (modified by the Defense modifier for the vehicle's size) replaces the vehicle’s defense that round.

Targeting Occupants
Vehicle occupants usually have cover and concealment. Enclosed vehicles provide total cover and usually provide total concealment unless the occupant is in full view of a window. Cover and concealment provided by vehicles can be reduced as the vehicle sustains damage at the gamemaster’s option.

Vehicle Maneuvers
Pilots can use nearly combat maneuver with vehicles they pilot. In addition, the pilot (or gunners) can usually benefit from any Advantages they possess when making an associated maneuver with a vehicle or vehicle weapon. For example, the Accurate Attack Advantage comes into play “when you make an accurate attack” so this Advantage applies to accurate attacks made with a vehicle weapon.

Keep in mind that other types of advantages may or may not interact with vehicles. For example the Evasion Advantage gives you “a +2 circumstance bonus to Dodge resistance checks to avoid area effects”. The circumstance bonus only applies to your resistance and would not affect any resistance check made for the vehicle, even if you are the pilot.

Vehicle Damage

Vehicles suffer the normal –1 cumulative penalty to Toughness checks when failing a damage resistance check by one degree. In addition, vehicles accrue an amount of stress equal to the total value of that penalty. Each point of stress causes either a –1 penalty to checks involving the vehicle or the loss of a feature or one character point worth of capability. A vehicle failing a damage resistance check by three degrees is wracked and no longer functions. A vehicle that is wracked while moving drops one speed rank each round until it comes to a stop. The pilot cannot attempt any maneuvers except a 45 degree turn. Any wracked vehicle is in danger of breaking apart and wracked water vehicles may begin to sink slowly. A vehicle failing a damage resistance check by four or more degrees is wrecked and destroyed.

Vehicles with the durable modifier still function while wracked but suffer a -1 penalty to speed rank. Durable vehicles continue to function until failing a Toughness check by four or more degrees, just like characters and at that point they are wrecked, but can still be repaired. A durable vehicle that fails a resistance check against Damage while wrecked is destroyed.

Repairing Damage

Repairing vehicle damage requires the proper tools and a hangar, repair bay, shipyard, or similar facility. In some circumstances, it may be possible to create a makeshift repair facility, particularly if the location includes salvage or wreckage from other vehicles. Otherwise, the best any character can hope to accomplish is a jury-rigging. In any case, characters without the proper tools suffer a –5 circumstance penalty repair checks. Repairing minor damage like a Toughness penalty or stress is a simple check (DC 15) and usually has a time rank of 10 (2 hours), repairing a wrecked vehicle is a complex check (DC 25) and usually has a time rank of 14 (24 hours). Destroyed vehicles cannot be repaired, but can be rebuilt (see Building) if enough of the wreckage remains. If salvage from a vehicle is used and the Building check fails, the salvaged materials are ruined.

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