====== Vehicle Damage ====== Damage that equals or exceeds the vehicle's [[traits:toughness|Toughness]] forces the driver to make a [[skills:driving|Driving]] roll or go Out of Control (roll on the [[tables:out-of-control|Out of Control Table]]). Each raise on the damage roll also inflicts a "wound." Each wound caused to the vehicle inflicts a -1 penalty to the driver's [[skills:driving|Driving]] skill rolls until someone repairs the damage. The attacker also scores a critical hit for each wound inflicted, and rolls on the [[tables:vehicle-critical-hit|Critical Hit Table]] to find out exactly what happened. When a vehicle takes its fourth wound, it is automatically wrecked and the driver must make a [[skills:driving|Driving]] roll or go [[tables:out-of-control|out of control]]. A wrecked vehicle won't run anymore, though its weapons may still be able to fire if they aren't powered by the vehicle's propulsion system. **Wrecked Aircraft**: If an aircraft goes Out of Control, don't use the usual table. Instead, the pilot makes a [[skills:piloting|Piloting]] roll. If he fails, the aircraft crashes and is destroyed. If the pilot can eject, he gets one chance to do so by making an [[attributes:agility|Agility]] roll. **Wrecked Watercraft**: Unless the vessel is cracked open and sinks instantly, a wrecked boat sinks at the following rate: * Small craft (rowboats, canoes) sink at the end of the round in which they're wrecked. * Medium craft, such as a fishing boat, sink in 1d6 minutes. * Large craft, such as a private yacht, sink in 4d6 minutes. * Ships, such as oil tankers, cruise ships, or naval vessels, sink in 2d6 hours. * A wrecked boat that hasn't sunk drifts with the current (if any). This is typically 2d6" per round for fast-moving rivers, and 1d6" for most other rivers or in strong seas. In the ocean, the GM can roll 1d12 to determine which direction a vessel drifts. //Savage Worlds Deluxe Edition p. 115//