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Combat:
Combat is handled pretty much as normal Aerotech 2 (revised) and normal Renegade Tech rules. Note that AT2 limits a lot of the special munitions that many weapons may use. If you go with that, then autocannon and missile launchers may only use normal munitions (no APDS or HESH ammunition for instance). Alternately, you may decide beforehand what weapons should be able to use special ammunitions in space combat - effectively only some missile loads should be limited (loads like Inferno and smoke for example). Hit Location: The standard Hit Location table from AT2 is used, but for the most part, ignore the critical hits from the table.
Damage Thresholds:
Bombs and Control hits are handled as per normal AT2. Because these aren't placed on the standard armour diagram, they only take effect if they are rolled on the hit location table and a standard damage threshold roll is made.
Rolling a 12: Structural Damage: Units in Aerospace 2 do not take SI damage. Instead, all damage is applied directly on the armour diagram. Because all components are placed on the diagram, they can be damaged as normal Renegade Tech rules. Critical Hits: As stated, components are not damaged from the hit location table (exception: when using the Optional Critcal Location rule, critical hits can apply), but when items are damaged on the armour diagram they are damaged as normal.
Critical Slots:
Bombs:
Control Rolls:
Crew:
Fuel:
For Example: A Thunderbolt is hit in combat and its fuel tank holed. It has only 80 points of fuel left. It now loses another 8 fuel points. (100 / 10 = 10; 10% of 80 = 8). Small Craft of 105+ tons: Small craft of over 100 tons have an armour diagram that is 12 columns in width. Whenever a craft of this size gets hit in combat, roll for the hit location as normal, but before determining a centre point, roll 1d6. On a 1-3, the first six columns have been hit, and on a 4-6 the second six columns have been hit. Once this has been determined, then a centre point can be fixed and damage can be done normally. Template damage can cross anywhere in the 12 column armour diagram. Destroying a vehicle: An aerospace vehicle (fighter, small craft or dropship) is destroyed if any damage passes through the internal structure rows and into the 'Destroyed' section. A craft can be destroyed in this way from any location. |
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