Character/Speeder/Walker Damage

By splashcola, in Star Wars: Age of Rebellion RPG

Okay, I’ve searched both EoE and AoR forums and haven't found a definitive answer to my question. I will propose several scenarios and would love it if you would tell me if I am accurate or what needs correction based on my interpretation of the rules.


Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).


Scenario 2: My Rebel pilot, flying T-47 air speeder, is gunning down a storm trooper in an open field with his forward mounted twin heavy blaster cannons (damage 5). He scores two successes making his total damage 7. The air speeder has a silhouette of 2 so 10 times the damage is 70. The storm trooper armor soaks up 5 damage but the storm trooper is vaporized with 65 damage.


Scenario 3: My rebel pilot steals an Imperial 74-Z speeder bike and decides to shoot up the abandoned AT-ST with its forward mounted light repeating blaster (Damage 11; personal scale). The pilot lands 3 successes making total damage 14. The AT-ST is silhouette 3 and the speeder silhouette 1. So do I divide the damage by 10 making it 1.4 and then 10 again because of the 2 silhouette difference making it 0.14? Then there is the 3 armor rating, and since the weapons are personal scale you multiply armor by 10 making the damage -20.86. Essentially impossible to damage?


Scenario 4: My Rebel pilot, flying T-47 air speeder, has now set his sights on the AT-ST with his forward mounted twin heavy blaster cannons (damage 5). He scores two successes making his total damage 7. The air speeder has a silhouette of 2 and the AT-ST as a silhouette of 3 so divide the damage by 10 times?. That would result in damage of 0.7 and then the armor rating of 3 would reduce it to -2.3 Once again impossible to do damage?


Scenario 5 (scenario 4 revisit): Assuming that the twin heavy blaster cannons are “planetary scale” and silhouette only determines difficulty to hit or miss. He scores two successes making his total damage 7. The armor rating of the AT-ST is 3 so total damage is 4.


Question 1: So based on the scenarios do you only divide or multiply by 10 based on weapon system size or on silhouette size?


Question 2: Do you ever divide or multiply by more than 10?


Question 3: Say somehow, someway a character mounts a heavy turbo laser to his base and starts shooting at AT-STs, small silhouette but planetary grade weapon do you not divide by 10?


Thank you everyone for your help. I am about to run a campaign with different sizes of vehicles and weapon systems and would appreciate all your thoughts.


Vehicles stats: AoR 263-265


Vehicle Armor: AoR 238


Vehicle Weapons: AoR 240


Ok, wow, lets get you sorted.

First off damage/durability is not adjusted by SIl. There's only 2 scales, Personal, and Vehicle. That's all. When comparing the two, you multiply the Vehicle stuff by 10. Only the To-hit difficulty is adjusted by Sil, little shooting big is easier, big shooting little is harder.

So

Scenario 1: While your math is a little wonky, the end result is correct. The Blaster does 12 damage, the bike has armor 0, so no soak, resulting in 1 HT and 2 damage over that doesn't do anything.

Scenario 2: Again, end result is pretty much correct. 7 Vehicle damage = 70 personal. While minions will typically fall over dead (it's just what they do) note that Players and higher grade baddies will just take x2WT in one hit. So if you have a WT of say 12, you'd write down 24 wounds, take a crit for exceeding your threshold, and fall unconscious. You don't track beyond x2WT, but if you keep taking damage you'd still get the crits as normal. The GM has the option to apply a +50 to the crit if he so desires. Personally I use this for really deadly stuff like bombs, missiles and turbolasers, but it's all up to the GM.

Scenario 3: The speeder does 14 damage, the AT-ST has Armor 3 (soak 30) so yeah, not gonna punch through that. Note that unlike personal scale, at vehicle scale you only need to exceed the Armor to inflict a crit, you don't need to cause HT. This is a key point of combating a vehicle, because vehicles can be rendered ineffective with Crits pretty easily. The AT-ST is a tough nut though as it's got 3 weapons all on a turret, and decent SST. Other vehicles with lower SSTs and fewer weapons not all on a turret are much easier to take out of an encounter.

Scenario 4: All Vehicles are the same scale. So the T-47 would do 4 points of HT to the AT-ST.

Scenario 5: Yes.

Q1: Weapon size.

Q2: Not that I can think of.

Q3: If it's a Vehicle scale weapon, it does vehicle damage, but to date I can't think of any personal weapons that do vehicle scale. Refer to my notes in S3 and see that most personal weapons intended for use against vehicles utilize high damage and Breach to penetrate the armor, and Crit 2 to make it easy to crit. Some even have Vicious, making it easier to kill the vehicle D-E-D dead on a hot roll.

The big take away is that taking on vehicles with man-portable weapons is doable, but dangerous. It usually is going to need several hits that crit, and will usually end with the vehicle getting SSTed through crits that pass on SS damage, or the vehicle will be rendered ineffective through the results of the crits (like having it's weapons disabled, or it's speed reduced to 0 with fixed weapons). To do this means not just providing the players with the weapons, but also the location and effects to survive. Even then, I'd highly recommend providing ample access to stimpacks afterward and making it the only encounter of the day just in case someone takes a hit you'll be able to at least get them back in the game (unless thy have a really high WT). If you don't want to do that, you can also leverage the Squad rules. Since damage passing on squads in on a per-hit basis, and not per-damage, a Damage 70 hit on your squad will only remove one guy. Just watch out for blast weapons... yoiks. Also note Vehicle scale blast weapons can trigger out to the Personal Short range band, and not Engaged like personal explosives. As a side note, remember taht combat entirely on vehicle will typically not recognize anything below Vehicle Close ranges, so using blast in an all vehicle scale/range encounter doesn't do anything besides allowing you to hit on a miss with sufficient advantage.

Edited by Ghostofman

You only do the 10x conversion once. Planetary scale Armor/Damage is 10x Personal scale Soak/Damage.

- Armor of 1 = Soak of 10

- 10 Damage from a Personal Scale weapon = 1 on Planetary Scale

Difference in silhouette only determines the difficulty of the roll, it does not cause more math on the results. And the difficulty is not affected until a silhouette difference of two or more.

Therefore Scenarios 1 & 2 are correct. (For 2, it's not the Silhouette difference, just the Personal/Planetary difference)

Scenario 3 - Speeder bike vs. AT-ST: No difficulty change as one is Sil 2 the other is Sil 3. 14 total damage at personal scale will not beat the AT-ST's armor of 3 (effectively 30 soak)

Scenario 5 is the correct version of the 4/5 examples.

EDIT: I'll leave my post, but Ghostofman explained things much more thoroughly above.

Edited by rogue_09

Awesome thanks fellas! This helps a ton.

Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).

If the pilot of a vehicle is unprotected, always aim on the pilot instead of the vehicle itself.

Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).

If the pilot of a vehicle is unprotected, always aim on the pilot instead of the vehicle itself.

I actually have a (slightly unrelated) question on this: how do you adjudicate aiming at unprotected riders on speeders.

So, if you aim at a specific part of a target, there are rules for that: 2 setback, job done. That seems a bit harsh, given that a rider is a good 1/3 of the total target. But not the end of the world.

What about if they don't aim? Do you randomise the hit? Or does it automatically hit the speeder?

Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).

If the pilot of a vehicle is unprotected, always aim on the pilot instead of the vehicle itself.

I actually have a (slightly unrelated) question on this: how do you adjudicate aiming at unprotected riders on speeders.

So, if you aim at a specific part of a target, there are rules for that: 2 setback, job done. That seems a bit harsh, given that a rider is a good 1/3 of the total target. But not the end of the world.

What about if they don't aim? Do you randomise the hit? Or does it automatically hit the speeder?

Correct on both counts.

Aiming at something specific burns an aim and applies two setback. Which is pretty nice actually considering how likely it is for setbacks to turn up blankface. Of course the gm also has to agree that targeting the driver is possible. Just because he is exposed doesn't meant you really have the means to target him specifically.

And if you don't target him, you hit the vehicle.

Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).

If the pilot of a vehicle is unprotected, always aim on the pilot instead of the vehicle itself.

I actually have a (slightly unrelated) question on this: how do you adjudicate aiming at unprotected riders on speeders.

So, if you aim at a specific part of a target, there are rules for that: 2 setback, job done. That seems a bit harsh, given that a rider is a good 1/3 of the total target. But not the end of the world.

What about if they don't aim? Do you randomise the hit? Or does it automatically hit the speeder?

Correct on both counts.

Aiming at something specific burns an aim and applies two setback. Which is pretty nice actually considering how likely it is for setbacks to turn up blankface. Of course the gm also has to agree that targeting the driver is possible. Just because he is exposed doesn't meant you really have the means to target him specifically.

And if you don't target him, you hit the vehicle.

Is that second point RAW, or houserule? Just curious.

Scenario 1: My Rebel soldier is shooting away at an Imperial 74-Z speeder bike with his blaster rifle (9 damage). Scores a hit with 3 successes making total damage 12. The speeder bike has a silhouette of 2 and I assume that characters have a silhouette of 1. So the damage is divided by 10 making the damage 1.2 (12/10). The speeder bike doesn’t have any armor so it takes 1 damage (half of its HT Threshold).

If the pilot of a vehicle is unprotected, always aim on the pilot instead of the vehicle itself.

I actually have a (slightly unrelated) question on this: how do you adjudicate aiming at unprotected riders on speeders.

So, if you aim at a specific part of a target, there are rules for that: 2 setback, job done. That seems a bit harsh, given that a rider is a good 1/3 of the total target. But not the end of the world.

What about if they don't aim? Do you randomise the hit? Or does it automatically hit the speeder?

Correct on both counts.

Aiming at something specific burns an aim and applies two setback. Which is pretty nice actually considering how likely it is for setbacks to turn up blankface. Of course the gm also has to agree that targeting the driver is possible. Just because he is exposed doesn't meant you really have the means to target him specifically.

And if you don't target him, you hit the vehicle.

Is that second point RAW, or houserule? Just curious.

By deduction. There's no method to specifically target the driver/crew beyond aiming, but there are other effects like crit results that when hitting the vehicle will actually apply to the crew. And triumph is always an option if the gm agrees...

The gm can always apply an exception of course.

It makes sense though, even if a person makes up a big part of something like a speederbike when just shooting to hit anything the bike is probably what's going to actually get hit just because it still is the overall majority of the targets mass and form.

Sil is not responsible for increased damage, only weapon scale

as for it: shooting with a turbolaser damage to a speeder bike is not multiplied; ie a 10 damage from a turbolaser does 10 damage to a mon calamari cruiser and to a speeder bike alike; only armor and hull trauma is making difference

however, someone here is pointing out there is need of a different scale, ie "vehicle" and "starship" and creating some house rules ad hoc, but RAW is only personell/planetary scale

as for Ghostofman post, i noticed something who bugger me:

note that Players and higher grade baddies will just take x2WT in one hit. So if you have a WT of say 12, you'd write down 24 wounds, take a crit for exceeding your threshold, and fall unconscious.

what do you mean??

as for AoR pag 229, when you got WT damage you got incapacitated and get critical hit, so 12 wound, not 24...

what am i missing?

Sil is not responsible for increased damage, only weapon scale

as for it: shooting with a turbolaser damage to a speeder bike is not multiplied; ie a 10 damage from a turbolaser does 10 damage to a mon calamari cruiser and to a speeder bike alike; only armor and hull trauma is making difference

however, someone here is pointing out there is need of a different scale, ie "vehicle" and "starship" and creating some house rules ad hoc, but RAW is only personell/planetary scale

as for Ghostofman post, i noticed something who bugger me:

note that Players and higher grade baddies will just take x2WT in one hit. So if you have a WT of say 12, you'd write down 24 wounds, take a crit for exceeding your threshold, and fall unconscious.

what do you mean??

as for AoR pag 229, when you got WT damage you got incapacitated and get critical hit, so 12 wound, not 24...

what am i missing?

You get KOed+Critted when you take wounds that exceed your WT. So if you've got a WT of 12 on wound 13 (or better) you get KOed and take a crit. Typically that's where the encounter will end for you, as most bad guys won't shoot an unconscious enemy while there's still conscious ones to worry about.

If you are in a situation where you continue to take damage, you keep adding wounds and taking crits. So if you're at 13 wounds and on fire (not your lucky day) you'd take the wounds for being on fire (don't feel like looking it up, so let's just say it's 3 wounds, taking you to 16) and, as that's wounds exceeding your threshold, you take another crit. You can only ever take x2 your WT, so you'd keep burning and taking crits until you reach 24 wounds. If you're still on fire after that you'd just keep taking crits, but not stack on any more wounds.

If you're hit by a vehicle weapon that does like 50 personal damage in one hit, that would take you right to the x2WT cap in one hit. So right to 24, KO and crit.