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User:Eiji-kun/Complete Transportation/Introduction

2,305 bytes added, 10:21, 22 November 2011
Fighting with Vehicles: I'm still not happy with this....
= Fighting with Vehicles =
Fighting with vehicles is difficult not akin to fighting with a normal PC. They roll initiative, act in D&Dturn, get a certain amount of actions a round, segmenting ships into multiple 10 foot squares and making them terrain that moves. Which slightly works, but then everyone just focuses gunfire on one squarecan even activate unique abilities and maneuvers. Which is smart, but ships for all their size Vehicles are mobile as well, and its much treated like everyone "going fortifications for the head" fighting in melee combatpurposes of things which can damage them. Of course, everyone does That means that but it ranged attacks from non-seige weapons deal half damage before hardness is abstracted with the concept of critical hitsapplied. As suchSeige weapons do not face this restriction, I take the concept of abstract combat to ship to ship combatand weapons for vehicles Huge and larger always count as seige weapons. On the subject We'll address two particular kinds of mounts the rules largely remain unchanged as they are creatures, but we're starting from scratch combat with land, sea, airvehicles, that being vehicle vs vehicle and space vehiclesvehicle vs a creature.
When facing off two vehicles, the pilots of the vehicles roll initiative. Vehicles have access to the following actions: '''Move Actions:''' Move actions are treated effectively as constructsused to accelerate, decellerate, though they are not or change direction. Unlike creatures , a vehicle will continue moving at the speed and direction it was last set until the source of its propullsion is removed or a move action is performed to change it. '''Standard Actions:''' If a move action is taken a pilot can still use a standard action. He may attack with a single weapon, make a called shot, or perform a maneuver. Since your speed is conserved from previous rounds of movement, it is very possible for vehicles to move and cannot fire at the same time. '''Full-Attack Action:''' If a vehicle makes a full attack it can attack with all of its weapons capable of targetting a creature. Certain maneuvers might also take a full-attack action. Since your speed is conserved from previous rounds of movement, it is very possible for vehicles to move and fire at the same time. '''Swift and Immediate Actions:''' As characters. A vehicle may have a very large number of weapons to attack with. However, not all of a vehicle's attacks might be targeted as suchable to be used in its full attack, for vehicles obey facing (unlike PCs which are assumed to face any direction at any one time). They Vehicles have no stats of their own besides hardnessa front, back, top, bottom, hpleft, and AC, right. On land vehicles the bottom side usually isn't equipped with anything but on airships and other such vehicles they always fail their saving throws unless attended by crewcould have any side facing the opponent. Because of facing, only weapons capable of firing in which case use the pilots [[Reflex]] save for desired direction can fire. For example, a battleship might keep all its cannons on its sides, and would not be able to hit target in front, in back, above, or below it. Vehicles are vulnerable to critical hits from seige weaponry, and as a general rule you should apply this to all manner of large fortifications. A vehicle's hit points come from its base frame plus any augmentations to the frame or other components. When a vehicle drops below 50% of its health, it obtains the shipbroken condition. If reduced to 0 hp or less, it is destroyed (and if placed into the negatives as deep as its normal max hit points, it is completely obliterated, not even leaving debris). A vehicle's saving throwssaves are dependant on its pilot (or if it possesses multiple pilots, on the highest saves of the group). An unpiloted vehicle is an immobile object and thus automatically fails its saves. Vehicles possess components which effectively act as magic items for the vehicle. Some of these can be targeted and attacked seperately by making a Called Shot. STUFF STUFF STUFFVehicles cannot operate without a pilot or some form of automation. Their movement speed is dependent on their source of thrust (typically an engine or sail), and their overall weight. A vehicles and hp is based on its size and any re-enforcement of its framework, plus bonus hp granted by its components and other sources. For example, a vehicle might have 60 hp, and four components which grant another +10, +15, +0, and +5 bonus hp for a total of 90 hp. Components also have their own hardness and hp, or hp equal to 1/10th of the entire ship (whichever is greater).
Typically when vehicles enter combat they, like creatures are in constant movement (or at least with constant active defenses, even if it is otherwise immobile). As such it is not normally possible to aim at individual sections of a ship and the entire ship takes damage rather than any individual section. However at a -4 penalty to the attack roll or skill check needed for an attack, opponents can make a Called Shot. Called Shots deal half their damage to the ship and half their damage to the component (applying hardness separately for each). Damage dealt overall is dampened, but in this way a section may be rendered broken or destroyed, dealing penalties as appropriate. A destroyed weapon may no longer be able to fire. A broken engine may run at half thrust. A destroyed cockpit may render the ship without a crew and immobile. Only "external" sections may be targeted. "Internal" sections are buried been under other sections or heavy armor, and cannot be targeted individually.

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