Vehicle Combat Checks



See also: Ranged (Heavy), Gunnery


Vehicle Combat Limitations

A particular starship or vehicle weapon can only be used once per round, no matter how many characters there are aboard the ship, unless a rule specifically allows otherwise.

Targets must be within the firing arc of the weapon, as determined by the relative position of vehicles (and the GM’s discretion).


Vehicle Combat Check Difficulty

Genesys p.230

The difficulty of Combat Checks when firing from vehicles uses Range Bands, the same as Personal combat checks.

Remember to add the appropriate Vehicle Defense to the roll.

RangeAttack TypeDifficulty
EngagedRanged (Heavy)Hard ()
EngagedGunneryMay not make Gunnery checks when Engaged with an opponent.
ShortRanged (Heavy), GunneryEasy ()
MediumRanged (Heavy), GunneryAverage ()
LongRanged (Heavy), GunneryHard ()
ExtremeRanged (Heavy), GunneryDaunting ()
StrategicGunneryFormidable ()

Vehicle Size Differences

When a character makes an attack against a target with a silhouette two points or more larger than their vehicle, they decrease the difficulty of the check by one.

When a character makes an attack against a target with a silhouette two or more points smaller than their vehicle, they increase the difficulty of the check by one.

SilhouetteExample
0Smaller creatures.
1Most characters, rocket boots, jet pack.
2Speeder bike, landspeeder, airspeeder, most riding animals.
3Walker, personnel carrier, armored speeder, starfighter, small asteroid.
4Heavy walker, crawler/groundcar, transport speeder, freighter, shuttle.
5Heavy cargo speeder, corvette, cruiser, transport, medium asteroid.
6Frigate, heavy transport.
7Heavy frigate, heavy Cruiser, carrier, large asteroid.
8Destroyer, battlecruiser, battlecarrier, space station.
9Dreadnought, heavy battlecruiser, large space station.
10Heavy dreadnought, massive space station, massive asteroid.

Defense Zones and Silhouette

When attacking a vehicle of Silhouette 4 or lower, the defender chooses which Defense Zone the attack hits. Smaller ships are more agile and constantly in motion, meaning that during combat they are constantly juking, dodging, evading, and generally positioning themselves so that their strongest defense zone is always facing their attacker.

When attacking ships of Silhouette 5 or higher, the Defense Zone affected by the attack is determined by the position of the ships in combat. The relative position of ships in combat is determined by both the Game Master's and the Player Characters' actions.


Vehicle Damage

If a combat check is successful, each uncanceled adds +1 Damage.

Reduce the Damage received by a vehicle's Armor value. If any Damage remains after this reduction, the vehicle suffers that much Hull Trauma. If the net result is zero or negative, the vehicle suffers no Hull Trauma.

Reminder, Vehicle Weapon Damage and Hull Trauma operate on Planetary Scale, meaning that one point of Hull Trauma equals ten Wounds on an individual at Personal Scale.

Multiple Hits

If a vehicle suffers Damage from multiple hits in an attack, they apply their Armor value to each hit individually.

Multiple Targets

If the attack affects multiple targets, the additional damage is added to each target.


Critical Rating

Each weapon has a Critical Rating that consists of a numeric value. The user can spend that many to inflict one Critical Hit on the target, in addition to regular effects and damage. (If the target is an individual, it inflicts a Critical Injury).

A may be spent to inflict one Critical Hit (no matter what the Critical Rating of the weapon is).

Reminder, the attack must deal damage past Armor to inflict a Critical Hit.


Activating Qualities

See: Activating Item Qualities


Spending and in Vehicle Combat

Cost   Result Options
or Add to the next allied active character's Piloting, Gunnery, Computers, or Mechanics check.

Notice a single important point in the ongoing conflict, such as a fatal flaw in an enemy ship's course or a weak point on a speeder.

Inflict a Critical Hit with a successful attack that deals damage past Armor ( cost may vary).

Activate a weapon Quality ( cost may vary).

or Perform an immediate free Maneuver, provided the active character has not already performed two Maneuvers in that turn.

Add to the targeted character's next Piloting or Gunnery check.

Add to any allied character's next Piloting, Gunnery, Computers, or Mechanics check, including the active character.

or When dealing damage to an opposing vehicle or ship, have the shot temporarily damage a component of the attacker's choice rather than deal Hull Damage or System Strain. The effects of this are up to the attacker and the GM and should make logical sense. However, it should not be too crippling. See COMPONENT TABLESSSS for some possible components to disable.

Ignore penalizing terrain or stellar effects until the end of the active character's next turn.

If piloting the ship, perform one free Pilot Only Maneuver (provided it does not break the limit of maximum number of Pilot Only Maneuvers in a turn).

Force the target ship or vehicle to veer off, breaking any Aim or Stay on Target Maneuvers.

Upgrade the difficulty of the targeted character's next Piloting or Gunnery check.

Upgrade any allied character's next Piloting, Gunnery, Computers, or Mechanics check, including the current active character.

Do something vital to turning the tide of battle, such as destroying a capital ship's shield generator or losing a pursuing ship in an asteroid field.

When dealing damage to an opposing vehicle or ship, have the shot destroy some important component of the attacker's choice rather than deal Hull Damage or System Strain, leaving it completely inoperable until fully repaired. As with the option for disabling a component, this should be agreed upon by the GM and player, but could include destroying the engines of a fleeing ship, taking out their hyperdrive, or blowing off weapons. See COMPONENT TABLESSSS for some possible components to destroy.

Spending and in Vehicle Combat

Cost   Result Options
or If piloting a ship, sudden maneuvers force the ship to slow down by one speed.

The active character loses the benefits of a prior Maneuver (such as Evasive Maneuvers or Aim) until they perform the Maneuver again.

The character's active ship or vehicle suffers 1 System Strain (this option may be selected more than once).
or An opponent may immediately perform one free Maneuver in response to the active character's check.

Add to the targeted character's next Piloting or Gunnery check.

The active character or an allied character suffers on their next action.
or The initiative slot being used by the active player drops to last in the initiative order.

The active character grants their opponent a significant advantage in the ongoing encounter, such as drifting straight into their line of fire, decreasing the difficulty of any checks made against the character by one until the beginning of their next turn.
The primary weapon system of the active character's ship (or the particular weapon system they are manning if they are acting as a gunner) suffers the effects of the Component Hit Critical. This does not count toward the ship's accumulated Critical Hits.

Upgrade the difficulty of an allied character's next Gunnery, Piloting, Computers, or Mechanics check, including the current active character.

The active character suffers a Minor collision with one of their opponents within Close range, or with the stellar phenomena/terrain they are flying or driving through.
(plus failed check)The active character suffers a Major collision with one of their opponents within Close range, or with the stellar phenomena/terrain they are flying or driving through.

Applying Critical Hits

See: Critical Hits