vehicle damage

chevelless's picture
chevelless
November 30, 2008 - 12:00pm
Ok, so here is where i put in my own 2 cents. I never really liked the regular way of assessing damage to vehicles. It just seems to lack a bit, I mean roll 2d10 and add dice to the table for a result. What about the damage to the vehicle besides the table result ? So, here is my proposal:

1) on a successful hit, structural damage is applied
  a) personal weapons consult structural damage chart
  b) vehicle weapons do normal damage
2) damage is taken off armor first
3) if no armor left, roll on vehicle damage table
 
So, this means a revised damage table must be drawn up. Also, this means instead of turn speed reduced the actual damage may be suspension hit. Or what about the stray shot that hits the driver or takes out a vehicle system, such as the computer.
My problem isn't really with coming up with the table it's more a matter of will the 2d10 plus die of damage system be feasable? I'll try an post a revised table soon.
Comments:

Colt45's picture
Colt45
December 1, 2008 - 5:46am
what if you took the structure pts and divided them up beween each derection of the car (front back left right) if  a shot penitrates that score them it does damage to the cars interior (battery moter driveline brakes sapention ect)

(insert sarcastic comeback here)


chevelless's picture
chevelless
December 1, 2008 - 1:04pm
That's a good idea. Against small arms, the armor would provide extremely good protection. Not sure the protective properties against the vehicular weapons however, as they do full damage. I'll see what I can come up with, that seems like a nice simplified system however. Thats the goal too, keep it simple. Now if I can keep the to hit simple, the "tanks a lot" system is like a math quiz.

copycat042's picture
copycat042
December 1, 2008 - 4:40pm
This is from my microlite20 conversion. feel free to use what you like. full text at: http://copycat042.googlepages.com/Starfrontiersm20v.03.pdf
sorry about the formatting, it didn't quite copy correctly it is chapter 7 of the pdf.
-----------------------------------------------------
  1. COMBAT

For combat between characters on moving vehicles:

  • all characters have an effective +2 AC

  • all characters (except driver) have a -2 to any dex roll

  • any vehicle mounted weapon is considered to be heavy ranged


Pursuit and Evasion

If one vehicle wishes to pursue another, the pursuing vehicle may do so as long as the vehicles are capable of traveling over the same terrain, and the pursuer wins a drive check (dex+physical-vehicle size) check vs. the evader's drive check . If the evader wins twice in a row, he has gotten away.


Vehicle HP and damage

Civilian vehicles have HP equal to their size x 100. Military vehicles have size X 200 HP. If a vehicle takes 1/4 of its total HP in damage, any drive checks are at -5. If a vehicle takes 1/2 of its HP in damage, it is disabled. If it takes 3/4 of its HP in damage, it cannot be repaired. Vehicles deal damage according to the following formula:


size x speed modifier x 10


speed difference

modifier

up to 20 kph

2

up to 40 kph

4

up to 80 kph

8

160 kph +

16


If two vehicles collide, damage is dealt separately. For example, if a ground cycle (size 1) hits a ground car (size 2) at 40 kph, the cycle takes 80 points of damage.

car size speed modifier for 40kph

2 x 4 x 10 = 80


while the car only takes 40 points


cycle size speed modifier for 40 kph

1 x 4 x 10 = 40


  1. The cycle is unrepairable, and the car is damaged, but road worthy.



    1. VEHICLE DESCRIPTIONS

The following standard vehicles are available on STAR FRONTIERS worlds.


Ground Car (size 2)

Cost:

Top/Cruise Speed:
Passengers:
Cargo Limit:

5,000 Cr (rental --- 50 Cr plus 50 Cr/day)

100 kph/60 kph

6
150 kg, 1 cubic meter

A ground car is a wheeled vehicle similar to cars in use today, except it runs on a parabattery instead of gasoline. Because ground cars run in contact with the ground, they are very maneuverable. A ground vehicle can cross almost any type of terrain if it has enough ground clearance. However, they are not as fast as hover vehicles on level ground or roads.


Ground Transport (size 4)

Cost:
Top/Cruise Speed:
Passengers:
Cargo Limit:

15,000 Cr (rental --- 75 Cr plus

100 Cr/day)
75 kph/60 kph
3
10,000 kg, 30 cubic meter

Ground transports are heavy, wheeled trucks. They can have open or enclosed cargo areas.



Anonymous's picture
w00t (not verified)
December 2, 2008 - 10:10am
Colt45 wrote:
what if you took the structure pts and divided them up beween each derection of the car (front back left right) if  a shot penitrates that score them it does damage to the cars interior (battery moter driveline brakes sapention ect)


Good idea. You could adapt Bill's "Ablative Damage" for vehicles.
Refer to:
pg 48.

Anonymous's picture
w00t (not verified)
December 2, 2008 - 10:12am
chevelless, we LOVE tables :-)

Are you thinking something like the KH damage table?
Lower rolls = Hull/Armor
Higher rolls = Internet systems





chevelless's picture
chevelless
December 2, 2008 - 5:50pm
Ya w00t, I was thinking something along the KH tables. I'm liking Colt's idea also. i think I'll try to combine the 2-- will have to rethink the armor rules a bit to make it work. I missed my self-set deadline of the weekend to get most of this done. My son decided to wreck his car over the weekend. Ya know, I never had grey hair til I had kids.

Colt45's picture
Colt45
December 2, 2008 - 7:43pm
what if after it goes through the structure pts you roll on a table to see what is damaged. I think that we should include a way for the structure to be lowered making it easier to hit on other turns maybe a slot on the table. This would be like the armor being blown away. Each shot has to go through the structure before you get to roll on the table. ( a .22 will never hurt a M-1 Abrams)

(insert sarcastic comeback here)


chevelless's picture
chevelless
December 2, 2008 - 7:51pm
yep, I was thinking the same way. I mean if i shoot my honda and it hits the steering, i still have a hole in my honda as well. I'm thinking:
1) roll a hit
 a)if it doesnt penatrate--no damage, armor worked
 b)if it penatrates armor
   1)deduct structural damage
   2)roll on systems damage chart
that way if armor fails to block, it is damaged and possible other components take damage as well. maybe you get lucky and it has no other effect. more realistic in my mind

chevelless's picture
chevelless
December 5, 2008 - 1:03am
Ok, so here's what I'm thinking on the armor. Each layer provides 30 points divided between the 6 angles of the vehicle(top, bottom, right, left, front, back) giving in fact 5 points per layer to each side. When hit, if the the damage is greater then the armor value it penatrates and you roll on the damage table. If it doesnt, the armor still takes damage, for personal weapons it takes structural damage and from vehiclular weapons it takes the number of dice rolled--example a vehicle MG hits but doesnt penatrate--the vehicle armor takes 15 points of armor damage( minus any screen defences in effect--7 for a inertia screen).
With the standard rule that personal weapons can only do structural damage to a vehicle, it keeps armor a dangerous thing to face with a pistol, but if you have a medium weapon such as a machine gun--you may have a better chance.
ok, comments please.....

Anonymous's picture
w00t (not verified)
December 5, 2008 - 8:38am
chevelless wrote:
Ok, so here's what I'm thinking on the armor. Each layer provides 30 points divided between the 6 angles of the vehicle(top, bottom, right, left, front, back) giving in fact 5 points per layer to each side. When hit, if the the damage is greater then the armor value it penatrates and you roll on the damage table. If it doesnt, the armor still takes damage, for personal weapons it takes structural damage and from vehiclular weapons it takes the number of dice rolled--example a vehicle MG hits but doesnt penatrate--the vehicle armor takes 15 points of armor damage( minus any screen defences in effect--7 for a inertia screen).
With the standard rule that personal weapons can only do structural damage to a vehicle, it keeps armor a dangerous thing to face with a pistol, but if you have a medium weapon such as a machine gun--you may have a better chance.
ok, comments please.....


I like this.
Does the owner of the vehicle need to keep track of armor angles?
Is there a drawing of my vehicle and I simply fill in the blanks?

Colt45's picture
Colt45
December 5, 2008 - 7:18pm
this sorta reminds me of car wars anyone play that?

(insert sarcastic comeback here)


chevelless's picture
chevelless
December 5, 2008 - 9:31pm
In all honesty Colt, any system that involves vehicles will remind me of Car Wars. I loved that game. I tried at one time to mesh SF and CW together but it was a nightmare.

w00t-- I'm trying to keep it simple so basically, the vehicle sheet will have a simple sketch at the bottom with blanks to fill in for the armor. All you have to pay attention to is the direction of attack.

But for now, I'm thinking of opting for a simple system to get the ball rolling then maybe upgrade to an optional system after I get this project to the usable stage.

Going to try and make a printable build sheet followed by a printable vehicle sheet that would be used for the finished vehicle in game. Not very good with my word program, it's not making it easy for me to get the vehicle picture on it that I want.

If anyone happens to have a brainstorm on this project, please feel free to send me what you got or post it. Thanks.