Vehicles

 

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

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.
Engine: Each side (but not turret) of the vehicle has to devote 40 percent of its internal space to the engine and power systems.
Weapons: Each weapon the vehicle has takes up space of 2 squares * the weapons critical amount in the relevant side of the vehicle.
Ammo: Each type of ammunition stored takes 2 squares.
As a vehicles ammunition is usually stored as 'Body', a decision now has to be made concerning which side of the vehicle to store the stuff. Usually this is the side that the weapon is mounted, or the front and back for multiple side mounted weapons, although this is upto the owner of the vehicle.
Cargo: This requires 1 box per ton of cargo.
Infantry: This requires 2 squares per ton of infantry. This may be split up for multiple sides.
Other equipment: This requires 2 squares per critical slot of the equipment.
Each heat sink that the vehicle carries (over 10) much be placed, requiring 2 squares per HS.
Power Amplifier: This requires 2 squares.

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:

Vehicle TonnageInternal Structure RowsCrew BoxesEngine Boxes
1-20112
21-40225
41-60347
61-804510
81-1005612

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.

Some Examples

3058 Maultier Hover APC (4k)
3025 Vedette (5k)
3058 Challenger X MBT (10k)
3058 Badger APC, Alternate configuration E (4k)
3026 Ontos (6k)

These examples are just to show you how to layout a vehicle and are probably not set in stone.

Damage Effects

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:

1-4Crew Stunned
5+Crew Killed

Engine: When the engine is hit, roll a 1D with a +1 modifier per engine box already crossed off on that side:

1-4Vehicle loses 1MP
5-7Engine destroyed. No further movement allowed
8+Engine blows up, the vehicle is destroyed.

Weapon: The weapon is destroyed.
Ammo: The ammo is destroyed, thus meaning that any weapons using that ammo bin can no longer function. Also roll a 1D and add a +1 modifer per ammo box crossed on in that hit. On a 6+, the ammo explodes destroying the vehicle.
Infantry: Each square crossed off kills 1D6 infantry. Both squares kills a squad of 7 men.
Equipment: The equipment is destroyed by any hit.
Heat Sink: One heat sink is destroyed. As this reduces the amount that the vehicle has, this may mean that not all the weapons may be fired, and the player will have to decide what weapons to fire, with the resulting heat levels having to be below the available heat sinks.
Power Amplifier: The amplifier is destroyed, and the vehicle may longer fire energy weapons.

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.

Ground/Naval VehiclesVTOLs
Front/RearSideFront/RearSide
2Armour (1)Armour (1)Rotor DestroyedRotor Destroyed
3Armour (2)Armour (2)Rotor (2)Rotor (2)
4Armour (3)Armour (2)Rotor (2)Rotor (2)
5ArmourArmourArmourArmour
6ArmourArmourArmourArmour
7ArmourArmourArmourArmour
8ArmourArmourArmourArmour
9ArmourArmour (3)ArmourArmour
10TurretTurretRotor(2)Rotor(2)
11TurretTurretRotor (2)Rotor (2)
12Turret (4)Turret (4)Rotor (2)Rotor (62)

1: Locomation system destroyed - No movement for the rest of the game
2: -1 Cruising MP
3: -1 Cruising MP (Hovercraft and Hydrofoils only)
4: Turret lock

 

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