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The rules given overleaf for vehicles work fine, but they can be a little bland especially when combined with the damage system for 'Mechs. Thus for those wanting a little more initial work, but a much fuller system I present the following system
for vehicles.
This doesn't change any of the basic vehicle rules, instead it adds a little more complexity to vehicle design, just be sure to use the damage rules found in this section as well.
The armour diagram for vehicles now has to include all internal components for the vehicle. Work out the normal amount of internal structure and armour that the vehicle has, and then using the Internal Structure only, add the following components as appropriate.
Crew: Each side (and turret) of the vehicle has to devote 20 percent of its internal space to the crew compartment. All components must be placed together except for cargo and infantry which can be split up, although the Infantry must be placed in groups of 2 (each 2 squares being 7 infantry).
Use the following worked values for vehicles:
If there is not enough space on the diagram, then the largest weapon may have its critical slots reduced by 1 (or more) to generate extra space. If after all weapons have been reduced there is still not enough space, then halve all space requirements (with a minumum of 1 square per item). The Left and Right side of a vehicle should be symmetrical as much as possible. Extra squares which do not have components are treated as normal internal structure in Renegade Tech - it is treated as armour and does not widow. The golden rule is that each item must be placed, and ideally should have two (or more) squares devoted to it. However as long as each item is placed, it can have at least one square to make it fit. Once a vehicle has been developed and an armour diagram drawn, then that same layout should be used for all future uses of that vehicle.
3058 Maultier Hover APC (4k) These examples are just to show you how to layout a vehicle and are probably not set in stone.
A vehicle is damaged as normal and internal components can now take damage. The effects of these hits are as follows:
Crew: When the crew compartment is hit, roll 1D with a +1 modifier per crew box already crossed off on that side:
Engine: When the engine is hit, roll a 1D with a +1 modifier per engine box already crossed off on that side:
Weapon: The weapon is destroyed. When using this system, a vehicle will probably be disabled more often than being destroyed.
As a result, the standard hit location table should be modified every so slightly so that vehicles aren't destroyed far too quickly.
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