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rules:vehicle-damage

Vehicle Damage

Damage that equals or exceeds the vehicle's Toughness forces the driver to make a Driving roll or go Out of Control (roll on the 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 Driving skill rolls until someone repairs the damage. The attacker also scores a critical hit for each wound inflicted, and rolls on the 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 Driving roll or go 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 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 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

rules/vehicle-damage.txt · Last modified: 2021/03/11 20:09 by admin