====== Vehicles In Combat ====== The following are a set of rules for including a vehicle in combat. When shooting at a vehicle, the entire vehicle can be the target, or specific areas within the vehicle, such as the driver, power train, or suspension. The Target Size ALM for the vehicle as a whole is given in the **Vehicle Data Table (9A)**, while Target Size ALMs for specific areas are found on **Table 9B**. If a hit is scored on the entire vehicle, the Hit Location is found on the Hit Location Row of **Table 9B** with a 00-99 roll. Just under this hit location is the armor PF covering that area of the vehicle. 1£ the shot penetrates a passenger or driver area, the passenger seat hit is determined randomly. Any passenger seated there is hit as if he were behind cover. For automatic fire, use common sense and layout of passengers to determine those in the Arc of Fire. All those in the Arc of Fire are subject to attack as targets behind cover. **Example**: The passenger area of a Ground Truck is hit by a single round of lase fire. Examining Table 9A indicates a Ground Truck has a passenger capacity of 40 people. If there were 4 people in the truck, the chance one of them was hit is determined by a 1-40 roll. If a 1 to 4 is rolled, one of the four was hit. If a 5 to 40 is rolled, the shot passed through an empty seat. Each penetrating round into the vehicle will potentially damage the system hit. For each penetrating hit, sum the roll of three six-sided dice, the system's **Damage Number** (from Table 9B), and **Projectile Bonus** (from Table 9C) to find the **Damage Sum**. **Projectile Bonus Table 9C** ^ Projectile ^ Projectile Bonus ^ | Small Arms | 0 | | Lase Fire | -2 | | High Explosive Round | +10 | | HEAT Round | +8 | The damage sustained is found opposite this Damage Sum on **Table 9D**. **Vehicular Damage Table 9D** ^ Damage ^ Sum ^ | 4 | Superficial | | 5-8 | 1/6 Loss of Function | | 9-11 | 2/6 Loss of Function | | 12-13 | 3/6 Loss of Function | | 14-15 | 4/6 Loss of Function | | 16-17 | 5/6 Loss of Function | | 18 | Total System Out | **Example**: A single round of lasefire penetrates the Driver compartment of a Ground Car. Damage to the Driver would follow the normal rules of Section 7.5 for a target behind cover. Damage to the Driver Compartment is based on the Damage Sum. The Damage Sum is determined by summing the roll of three six-sided dice, the Damage Number, and the Projectile Bonus. If a 9 were rolled on three six-sided dice, the Damage Sum would be 9 - 2 - 2 = 5. The damage sustained would be found on Table 9D and is 1/6 Loss of Function. Damage entries such as 1/6 give the chance of each function in that system being destroyed. A 1/6 indicates a six-sided dice should be rolled. If a 1 is rolled, the function of the system is destroyed. If the system includes multiple functions, a six-sided dice would be rolled for each function separately. **Example**: The Driver compartment of a Ground Vehicle includes the functions of Nonessential electronics, Steering, and Brakes. If a 1/6 damage were done to this system, a six-sided dice would be rolled for each of these functions. On the roll of a 1, that function has been destroyed. For purposes of immediate game play, once a function is lost it is inoperative. An asterisk (*) following a function indicates that loss of that function disables the entire system. The effect of these failures is determined by the Gamemaster, and depends on the situation. Loss of the Grav Generator in a Grav APC is much less serious if the vehicle is sitting on the ground than at 30000 ft. For campaign play, the level of damage sustained may be found on **Table 9E**. **Damage Repair Table 9E** ^ Damage ^ Level ^ | Under 10 | MIN Damage | | 10-14 | MAJ Damage | | 15-18 | REP Damage | | Over 18 | No Repair | Roll a six-sided dice and add the result to the Damage Sum. Enter **Table 9E** with this sum and read off the **Damage Level** sustained. These Damage Levels are described as follows. Simple Success Rolls for making repairs is given in the **Action/Reaction Table (6)**. More detailed repair rules are found in Chapter 9. * **MIN** Requires minor rework * **MAJ** Requires major rework and some replacement parts * **REP** Requires major rework and replacement of critical parts * **No REP** Complete system replacement required ===== Source ===== Living Steel 1st edition [10300.1], Vehicles In Combat [7.10]