renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
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RVLS<br />
Self Destruct<br />
Like you’re going to let Renegade scum scavenge<br />
your tank for it’s superior tech...<br />
Crews wishing to self-destruct their vehicle must<br />
only roll a Piloting or Gunnery Check, with<br />
appropriate damage modifiers added in. If failed,<br />
there is no effect. If successful, the craft will explode<br />
in 1-3 minutes, destroying it and killing any crew<br />
inside unless they have climbed out during the<br />
intervening time.<br />
Salvo Fire<br />
As in Interceptor, Salvo Fire is an option available<br />
to Grav Tank Crews. However, it is handled slightly<br />
differently, due to the nature of ground combat and<br />
grav tank construction.<br />
To declare Salvo Fire, the following two requirements<br />
must be met: all the firing mounts must be of the same<br />
weapon type and damage capacity (ex 3 MDC10s),<br />
they must be direct-fire weapons (no missiles) and<br />
all the weapon mounts to be discharged must be in<br />
the same location, either hull (both Hull 1 and Hull 2<br />
counts as the Hull) or the turret.<br />
Under Salvo Fire, one attack roll is made for all<br />
the weapons involved. (This works better under the<br />
optional Shield Rules, where a separate roll is made<br />
for hits and for shield pe<strong>net</strong>ration.) If it is successful,<br />
all the firing mounts strike the target, with hit location<br />
and damage allocation proceeding normally. If the<br />
roll fails, all the weapons miss the target, period. In<br />
other words, it’s an all-or-nothing shot.<br />
Unlike Salvo Fire in Interceptor, weapons fired<br />
in Salvo on grav tanks count one-for-one for the<br />
purposes of allocating how many weapons can fire<br />
in a turn. There are no other bonuses or penalties.<br />
Shields<br />
The following rules are the same as the shield rules<br />
presented earlier in the book under the Interceptor<br />
rules, ie, splitting the attack into a roll to hit and a<br />
roll to pe<strong>net</strong>rate shields. The only difference is a<br />
simplified velocity modifier (though those wishing<br />
to use the full deflection tables may do so).<br />
SHIELD<br />
RATING<br />
10<br />
20<br />
30<br />
40<br />
50<br />
60<br />
70<br />
80<br />
90<br />
100<br />
110<br />
120<br />
130<br />
140<br />
150<br />
160<br />
170<br />
180<br />
190<br />
200<br />
TARGET<br />
SPEED<br />
0-1<br />
2-3<br />
4-6<br />
7-10<br />
11-15<br />
16-20<br />
21+<br />
% CHANCE TO<br />
DEFLECT SHOT<br />
20<br />
28<br />
34<br />
40<br />
44<br />
48<br />
52<br />
57<br />
61<br />
65<br />
68<br />
71<br />
75<br />
79<br />
82<br />
84<br />
87<br />
89<br />
92<br />
94<br />
MOD<br />
+0<br />
-1<br />
-2<br />
-3<br />
-4<br />
-5<br />
-6<br />
XX