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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

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