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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

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