Vehicle System Damage and Critical Hits

Critical hit table for vehicle combat.

When a vehicle takes a critical hit, roll 1d8 on this table (or 1d12 for exploding effects on a natural 20). The effect applies IN ADDITION to the round's normal hull loss and applies immediately. Multiple criticals can stack: each adds its penalty until repaired.

Repairing a critical requires the Repair skill (or Engineering for engine hits), DC 12-20 per entry, taking 1 hour per critical. Repairs during a chase require Drive/Vehicle DC 15 to perform without losing a Drive action that round; the GM may allow the Repair attempt as a Pass action.

This table is the vehicle-scale analogue to the void warfare system damage table. Where void warfare criticals cripple ship systems, vehicle criticals cripple chassis systems. The 1d8 (or 1d12 for natural 20) die is smaller because vehicles have fewer discrete systems than ships.

Crew effects from criticals apply to the relevant crew Station: an Engine hit Driver-Pilot Fort save, a Crew Hit roll a damage Reflex save, etc. See spec-vehicle-combat S6.3.

Rules Reference

FieldValue
Data / 1 / Crew EffectDriver-Pilot Fort DC 12 or Shaken.
Data / 1 / EffectMax speed drops one band; Drive checks -2 until repaired.
Data / 1 / Repair Dc20
Data / 1 / Roll1
Data / 1 / SystemEngine
Data / 2 / Crew EffectNone unless mid-ram; if so, additional 1d4 damage to Driver.
Data / 2 / EffectHandling -2; terrain penalties doubled.
Data / 2 / Repair Dc15
Data / 2 / Roll2
Data / 2 / SystemDrivetrain
Data / 3 / Crew EffectNone.
Data / 3 / EffectDetection range halved; perception-vehicle checks -4 until repaired.
Data / 3 / Repair Dc15
Data / 3 / Roll3
Data / 3 / SystemSensor
Data / 4 / Crew EffectGunner takes 1d4 damage (Reflex DC 12 half).
Data / 4 / EffectRandom hardpoint offline; cannot fire until repaired.
Data / 4 / Repair Dc15
Data / 4 / Roll4
Data / 4 / SystemWeapon Mount
Data / 5 / Crew EffectAll crew Reflex DC 13 or take 1d4 fire damage (round of ignition).
Data / 5 / Effect10% per round fire chance; if ignited, full fuel burn in 1d6 rounds.
Data / 5 / Repair Dc18
Data / 5 / Roll5
Data / 5 / SystemFuel Line
Data / 6 / Crew EffectAll crew Reflex DC 15 for half; commander (if any) takes full effect on natural 1 to save.
Data / 6 / EffectNo system damage; crew takes 2d6 damage from internal debris.
Data / 6 / Repair Dc0
Data / 6 / Roll6
Data / 6 / SystemCrew Hit (cabin / troop bay)
Data / 7 / Crew EffectNone.
Data / 7 / EffectAll Gunnery rolls from this vehicle at -4 until repaired.
Data / 7 / Repair Dc16
Data / 7 / Roll7
Data / 7 / SystemStabiliser / Fire Control
Data / 8 / Crew EffectDriver-Pilot Fort DC 13 or Stunned for 1 round (lose action).
Data / 8 / EffectDrive/Vehicle checks at -4; vehicle swerves on initiative 1 each round.
Data / 8 / Repair Dc18
Data / 8 / Roll8
Data / 8 / SystemControl Cable / Steering
Exploding Effects / 10 / Repair Dc22
Exploding Effects / 10 / SystemFuel (Exploding)
Exploding Effects / 11 / EffectAll crew take 3d6 damage (Reflex DC 16 for half). Commander drops to 0 HP on natural 1.
Exploding Effects / 11 / Repair Dc0
Exploding Effects / 11 / SystemCrew Cascade
Exploding Effects / 12 / EffectTwo additional systems on this table are also hit (re-roll); vehicle is Disabled (max Drive declaration = Hold).
Exploding Effects / 12 / Repair Dc20
Exploding Effects / 12 / SystemCritical System Loss
Exploding Effects / 9 / EffectEngine seizes; max speed drops two bands; vehicle fills with smoke (Gunnery -2 for both sides).
Exploding Effects / 9 / Repair Dc25
Exploding Effects / 9 / SystemEngine (Exploding)
Roll Die1d8
Roll Die Sides8
Thresholds / Threshold 50PctVehicle reaches 50% Hull → -1 Handling, 50% jam chance per round on a random hardpoint (Repair to unjam).

Notes

Exploding Effects / 10 / Effect: Vehicle catches fire; damage same as Fuel Line + 1 ongoing 1d6 fire damage per round to crew; explode on round 5 unless extinguished.

Exploding Effects / Note: On a natural-20 attacker roll, expand 1d8 to 1d12 and apply the listed additional complication. Cumulative criticals at the same system double the effect and +5 DC to repair.

Thresholds / Threshold 10Pct: Vehicle reaches 10% Hull OR takes 3+ criticals in same round → Wrecked unless towed; 5% per round chance to explode from fuel/ammo fires.

Thresholds / Threshold 25Pct: Vehicle reaches 25% Hull → -2 Handling, Drive declarations limited to Cruising or Hold; system damage fires spread to one adjacent system each round.

Columns

roll

FieldValue
descriptionDie result.
label1d8
nameroll

system

FieldValue
descriptionWhich vehicle system takes the critical.
labelSystem Hit
namesystem

effect

FieldValue
descriptionMechanical consequence.
labelEffect
nameeffect

repairDC

FieldValue
descriptionDC to fix with Repair or Engineering skill.
labelRepair DC
namerepairDC

crewEffect

FieldValue
descriptionWhat happens to crew at that station.
labelCrew Effect
namecrewEffect