renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
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RVLS<br />
ELIMINATING A TANK<br />
Kill the crew - This is somewhat difficult, but it renders the tank useless (even if another crew comes along, as the controls are completely shot). It also has the bonus of<br />
leaving the rest of the tank relatively intact for salvage. Crew Survival: Nil<br />
Grav Drive - Destroying the Grav Drive or the Power Coupling renders the tank immobile, severely limiting it’s combat potential. The tank isn’t killed per say, as it can<br />
still fire all it’s weapons, but one can stay out of it’s arc of fire. Crew Survival: Total<br />
Weapons - Neutralising all the Tank’s weapons turns it into a 200+ ton battering ram or damage sink... neither of which really appeal to tank crews. Crew Survival:<br />
Total<br />
Ammunition - Touching off the vehicle’s ammunition and capacitors completely and totally annihilates the tank. Crew Survival: target number 5 minus vehicle speed.<br />
Roll for each crew member and for infantry.<br />
Power Plant - When the power plant is destroyed, make another saving roll. If the roll is made, the reactor has only suffered damage to its components, in which case it<br />
simply shuts down--the tank must ground and no movement or weapons fire is permitted, but it’s still “intact”. Crew Survival: Total. On a failed roll, the core has been<br />
breached. Fusion reactors, when breached, do not explode in the fantastic sense of the word. The plasma contained within does, however, engulf the vehicle and fuses it<br />
into a lump of molten slag. In other words, the tank is completely decimated. Crew Survival: target number 7 minus vehicle speed. Roll for each crew member and for<br />
infantry.<br />
Structure - When the tank’s Internal Structure suffers a catastrophic failure, the tank may simply fall apart (messily), twist itself into a pretzel, snap in two, etc. The tank<br />
is no more, and all internal components are destroyed. Crew Survival: target number 9 minus vehicle speed. Roll for each crew member and for infantry.<br />
ELIMINATING A FIGHTER<br />
Kill the crew - This is somewhat difficult, but it renders the craft useless and drifting. Crew Survival: Nil<br />
Weapons - Neutralising all the fighters’s weapons turns it into a ki<strong>net</strong>ic missile, or a turkey to take hits... Crew Survival: Total<br />
Power Plant - When the power plant is destroyed, make another saving roll. If the roll is made, the reactor has only suffered damage to its components, in which case it<br />
simply shuts down--the tank must ground and no movement or weapons fire is permitted, but it’s still “intact”. Crew Survival: Total. On a failed roll, the core has been<br />
breached. Fusion reactors, when breached, do not explode in the fantastic sense of the word. The plasma contained within does, however, engulf the vehicle and fuses<br />
it into a lump of molten slag. In other words, the tank is completely decimated. Crew Survival: if the Ejector System still functions, the target number is 8; if it is not,<br />
sorry.<br />
Sub-Lght Drive - As with the power plant, when the SLD is destroyed, another save roll is made. If successful, the drive shreds itself into metal filings, but doesn’t do<br />
anything nasty. Of course, now the ship’s a “sitting” duck... Crew Survival: Total. If the roll isn’t made, then the SLD does something nasty... like exploding violently.<br />
Crew Survival: if the Ejector System still works, the target number is 9; if not, the target number is but 3. Roll and pray.<br />
Structure - When the fighter’s Internal Structure suffers a catastrophic failure, it may simply shake itself apart (messily), twist itself into a pretzel, snap in two, etc. The<br />
craft is no more, and all internal components are destroyed. Crew Survival: if the ejector system is in working order, 9-1/2 vehicle speed. If it isn’t, then it’s 8-vehicle<br />
speed.<br />
XXV