Rather than suffering injuries, vehicles take damage: engines may be impaired, weapons systems may be disabled, and so forth.
When a vehicle collides, roll the collision damage and compare it to the vehicle's body strength roll (similar to a character's Strength roll to resist damage). When a vehicle is hit in combat, compare the weapon's damage roll to the vehicle's body strength roll. • If the damage roll is lower than the body strength roll: no damage. • If the damage roll is equal to or higher: consult the Vehicle Damage Chart.
A shields blown result means the vehicle loses −1D from its shields total (if it has shields). This loss lasts until repaired. • If the vehicle has no shields, or has 0D shields remaining, it suffers controls ionized instead.
A controls ionized result means the vehicle suffers a temporary power overload:
For the rest of this round and the next round, the vehicle loses −1D from: • Maneuverability • Fire control (weapons) • Weapon damage • Shields
(Body strength remains at full die code.)
If the vehicle accumulates as many controls ionized results as it has maneuverability dice, its controls are frozen for the next two rounds: • Must maintain the same speed and direction • May not turn, fire, raise shields, or take other actions
When controls are frozen, blue lightning plays across the controls (as in Luke's snowspeeder in The Empire Strikes Back). The pilot must still make required operation rolls while frozen—or the vehicle automatically crashes.
| Damage Roll ≥ Body Strength Roll By | Effect |
|---|---|
| 0–3 | Shields blown / controls ionized |
| 4–8 | Lightly damaged |
| 9–12 | Heavily damaged |
| 13–15 | Severely damaged |
| 16+ | Destroyed |
Example: Rhen flies an airspeeder with maneuverability 2D+1. The speeder suffers two controls ionized results—its controls are now frozen. Rhen cannot speed up, slow down, or change course.
Rhen's repulsorlift operation difficulty is 13. If she rolls 13+ for the next two rounds, she keeps the speeder from crashing. After control returns, she must be careful: another controls ionized result will freeze controls again.
Vehicles can be lightly damaged any number of times. Each time, roll 1D: • 1–3: Vehicle loses −1D maneuverability. • If maneuverability is already 0D, instead suffer −1 Move. • 4: One onboard weapon is hit and destroyed; gunners take damage (see Passenger Damage). Randomly determine which weapon. • 5–6: Vehicle suffers −1 Move.
Heavily damaged vehicles have taken serious damage. If a heavily damaged vehicle is lightly damaged or heavily damaged again, it becomes severely damaged.
Roll 1D: • 1–3: Vehicle loses −2D maneuverability until repaired. • If maneuverability is already 0D, instead suffer −2 Move. • 4–6: Vehicle suffers −2 Move.
Severely damaged vehicles are nearly useless. A severely damaged vehicle that is damaged again (lightly, heavily, or severely) is destroyed.
Roll 1D:
1–2. Destroyed powerplant • Repulsorlift generator/motor destroyed. • Ground vehicle at high speed or all-out: crashes. • Ground vehicle at cruising/cautious: rolls/bounces to a stop. • Flying vehicles plummet; pilot must make an operation roll to land (minimum Moderate) or it crashes.
3. Overloaded generator
• Engine/generator overloads and will explode in 1D rounds, destroying the vehicle.
• Minimum difficulty to stop/crash-land safely: Moderate.
4. Disabled weapons
• All weapons systems shut down.
5. Structural damage
• Vehicle begins to break up or a major system fails.
• Pilot has 1D rounds to eject or crash-land (minimum Moderate to crash-land/stop safely).
6. Destroyed
• Vehicle is destroyed or crashes due to total loss of control.
The vehicle is immediately destroyed. All passengers take damage (see Passenger Damage).
Lost Move results stack. Example: −1 Move and then −2 Move becomes −3 Moves. • −1 Move: Cannot go all-out; limited to high speed. • −2 Moves: Limited to cruising speed. • −3 Moves: Limited to cautious speed. • −4 Moves: Drive disabled; cannot move until repaired. • −5 Moves: Vehicle destroyed.
Passengers may be injured when a vehicle is damaged or crashes. Use judgment based on where the characters are and what was hit.
Determine passenger damage by how badly the vehicle is damaged (character-scale damage):
| Vehicle is | Passenger suffers |
|---|---|
| Lightly damaged | 1D |
| Heavily damaged | 3D |
| Severely damaged | 6D |
| Destroyed | 12D |
Whenever something falls and hits the ground, damage depends on distance fallen. Damage matches the scale of what is falling (characters take character-scale, speeders take speeder-scale, etc.).
These values assume standard gravity: • Increase damage a couple of levels for high gravity • Decrease a couple of levels for low gravity
| Distance Fallen (meters) | Damage |
|---|---|
| 3–6 | 2D |
| 7–12 | 3D |
| 13–18 | 4D |
| 19–30 | 5D |
| 31–50 | 7D |
| 51+ | 9D |
Source: REUP:115