Crashes and Ramming a vehicle are treated in the same manner. Essentially a crash is a successful (or unsuccessful…) ram.
For each of the vehicles/structures/creatures involved in the crash or ram, the damage is based on the other vehicle’s Body rating, and the speed of the crash.
The Damage Value to the vehicle/structure is equal to the Body of the other vehicle/structure modified by the Impact Speed at which the vehicles/structures collide. For structures, use their Structure rating for their Body.
|Impact Speed (m/turn)||Damage Value|
|1-10||Body / 2|
|51-200||Body x 2|
|201-300||Body x 3|
|301-500||Body x 5|
|501+||Body x 10|
BikerBabe is riding her Suzuki Mirage motorcycle (BODY 5) at 50m/turn along the road when she is hit from behind by a Ford Americar (BODY 11) going 70 m/turn piloted by a nameless ganger.
Since both vehicles are going in the same direction, the net impact speed is 20 m/turn (70 m/turn – 50 m/turn). This means that each vehicle suffers damage equal to the BODY rating of the other vehicle.
BikerBabe’s Mirage takes 11 damage, resisted with its Body (5) + Armour (6) = 11 dice. Rolling her damage resistance dice, BikerBabe gets a lucky 7 successes, reducing the damage to her Mirage to 4.
The Ford Americar takes 5 damage, resisted with its Body (11) + Armour (6) = 17 dice. The nameless ganger doesn’t roll as well as BikerBabe, but with his larger dice pool, manages to get 4 successes, reducing the damage to his Americar to 1.
Damage to Passengers
Passengers in a vehicle that is involved in a crash take damage equal to the net damage suffered to the vehicle after it has made its damage resistance test. They then make their own damage resistance test using their own Body + Armour, with an AP of -6.
Eg: (continuing the example from above)
SinceBikerBabe’s vehicle suffered 4 points of damage; BikerBabe herself must resist the 4 damage bleedthough using her own Body + Armour. Luckily she never goes anywhere without her biker armour and helmet, so she resists the 4 damage with her Body (3) + Armour (10) – 6AP = 7 dice. Her luck continues to hold and she rolls 3 successes, reducing the damage to 1 stun (as the initial damage vale did not exceed her modified armour value).
The nameless ganger’s Americar suffered 1 point of damage that he must resist. Unfortunately, he is only wearing a Leather jacket (Armour 4) which is negated completely by the AP -6, so he resists using only his Body (4). He does not get any success, and takes 1 point of physical damage, as the damage value was higher than his (modified) armour value. He should have been wearing his seatbelt.
Seatbelts and Other Passenger Protection Systems
Most modern vehicles have built-in safety systems for protecting their passengers from crashes, etc. These include seatbelts, airbags, impact foam dispensers, etc.
The effect of these systems is the same: they reduce the damage suffered by passengers to STUN damage, regardless of any armour they are wearing.
However, the passengers must have the safety system active; ie to get the benefit of the seatbelt, the character must have taken the time to put the seatbelt on. While this is assumed in everyday operation, it may become an important time constraint in some instances.
- Fastening/unfastening a seatbelt is typically a complex action.
- Systems such as airbags or impact foam dispensers are by default set ‘On’ and will deploy automatically in the event of a crash, but will take a full combat turn to get out of the vehicle is they have been deployed. They are also favored targets of hackers to either turn off (negating their protection in the event of a crash) or deploy while the vehicle is being driven (causing the pilot to make a piloting check)
- Vehicles such as motorcycles are not equipped with seatbelts or other crash protection systems.