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
| Field | Value |
|---|---|
| Data / 1 / Crew Effect | Driver-Pilot Fort DC 12 or Shaken. |
| Data / 1 / Effect | Max speed drops one band; Drive checks -2 until repaired. |
| Data / 1 / Repair Dc | 20 |
| Data / 1 / Roll | 1 |
| Data / 1 / System | Engine |
| Data / 2 / Crew Effect | None unless mid-ram; if so, additional 1d4 damage to Driver. |
| Data / 2 / Effect | Handling -2; terrain penalties doubled. |
| Data / 2 / Repair Dc | 15 |
| Data / 2 / Roll | 2 |
| Data / 2 / System | Drivetrain |
| Data / 3 / Crew Effect | None. |
| Data / 3 / Effect | Detection range halved; perception-vehicle checks -4 until repaired. |
| Data / 3 / Repair Dc | 15 |
| Data / 3 / Roll | 3 |
| Data / 3 / System | Sensor |
| Data / 4 / Crew Effect | Gunner takes 1d4 damage (Reflex DC 12 half). |
| Data / 4 / Effect | Random hardpoint offline; cannot fire until repaired. |
| Data / 4 / Repair Dc | 15 |
| Data / 4 / Roll | 4 |
| Data / 4 / System | Weapon Mount |
| Data / 5 / Crew Effect | All crew Reflex DC 13 or take 1d4 fire damage (round of ignition). |
| Data / 5 / Effect | 10% per round fire chance; if ignited, full fuel burn in 1d6 rounds. |
| Data / 5 / Repair Dc | 18 |
| Data / 5 / Roll | 5 |
| Data / 5 / System | Fuel Line |
| Data / 6 / Crew Effect | All crew Reflex DC 15 for half; commander (if any) takes full effect on natural 1 to save. |
| Data / 6 / Effect | No system damage; crew takes 2d6 damage from internal debris. |
| Data / 6 / Repair Dc | 0 |
| Data / 6 / Roll | 6 |
| Data / 6 / System | Crew Hit (cabin / troop bay) |
| Data / 7 / Crew Effect | None. |
| Data / 7 / Effect | All Gunnery rolls from this vehicle at -4 until repaired. |
| Data / 7 / Repair Dc | 16 |
| Data / 7 / Roll | 7 |
| Data / 7 / System | Stabiliser / Fire Control |
| Data / 8 / Crew Effect | Driver-Pilot Fort DC 13 or Stunned for 1 round (lose action). |
| Data / 8 / Effect | Drive/Vehicle checks at -4; vehicle swerves on initiative 1 each round. |
| Data / 8 / Repair Dc | 18 |
| Data / 8 / Roll | 8 |
| Data / 8 / System | Control Cable / Steering |
| Exploding Effects / 10 / Repair Dc | 22 |
| Exploding Effects / 10 / System | Fuel (Exploding) |
| Exploding Effects / 11 / Effect | All crew take 3d6 damage (Reflex DC 16 for half). Commander drops to 0 HP on natural 1. |
| Exploding Effects / 11 / Repair Dc | 0 |
| Exploding Effects / 11 / System | Crew Cascade |
| Exploding Effects / 12 / Effect | Two additional systems on this table are also hit (re-roll); vehicle is Disabled (max Drive declaration = Hold). |
| Exploding Effects / 12 / Repair Dc | 20 |
| Exploding Effects / 12 / System | Critical System Loss |
| Exploding Effects / 9 / Effect | Engine seizes; max speed drops two bands; vehicle fills with smoke (Gunnery -2 for both sides). |
| Exploding Effects / 9 / Repair Dc | 25 |
| Exploding Effects / 9 / System | Engine (Exploding) |
| Roll Die | 1d8 |
| Roll Die Sides | 8 |
| Thresholds / Threshold 50Pct | Vehicle 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
| Field | Value |
|---|---|
description | Die result. |
label | 1d8 |
name | roll |
system
| Field | Value |
|---|---|
description | Which vehicle system takes the critical. |
label | System Hit |
name | system |
effect
| Field | Value |
|---|---|
description | Mechanical consequence. |
label | Effect |
name | effect |
repairDC
| Field | Value |
|---|---|
description | DC to fix with Repair or Engineering skill. |
label | Repair DC |
name | repairDC |
crewEffect
| Field | Value |
|---|---|
description | What happens to crew at that station. |
label | Crew Effect |
name | crewEffect |