Vehicles

Vehicle Damage

Core Rule Vehicles do not resolve damage like infantry. For each successful Target Lock against a vehicle, resolve vehicle damage instead of normal damage. This file does not replace target selection, range, Line of…

Last updated 9 August 2026

Core Rule

Vehicles do not resolve damage like infantry.

For each successful Target Lock against a vehicle, resolve vehicle damage instead of normal damage.

This file does not replace target selection, range, Line of Sight, Field of Fire, Cover, Target Lock, Target Limit, or command timing rules unless a vehicle rule explicitly states otherwise.

Damage Against Vehicles

For each successful Target Lock against a vehicle:

  1. Roll 1D6 + Force.
  2. Compare the result to the vehicle's modified Shield.
  3. Compare the result to the vehicle's modified Shield + Resolve.

Outcomes

  • If the result is lower than the vehicle's modified Shield, no vehicle damage is caused.
  • If the result is equal to or greater than the vehicle's modified Shield, apply Minor System Damage.
  • If the result is equal to or greater than the vehicle's modified Shield + Resolve, apply Major System Damage and the vehicle loses 1 HP.

Critical Damage Against Vehicles

When Critical Damage would be applied to a vehicle, resolve vehicle damage instead of normal Critical Damage.

Treat the vehicle damage die as its maximum result.

For the normal vehicle damage roll, this means resolving the hit as 6 + Force.

If another rule changes the vehicle damage die, use the maximum result of the changed die.

Sustained Damage Against Vehicles

Vehicles do not track Sustained Damage as normal damage.

When Sustained Damage would be applied to a vehicle, reduce the vehicle's Shield by 1 for each point of Sustained Damage.

Grievous Damage Against Vehicles

Grievous Damage does not apply to vehicles unless a rule explicitly says how it applies to vehicles.

Minor System Damage

The closest facing determines which system type is affected.

Track that system as Minor.

If that system is already Minor, the repeated Minor result does not create an additional condition.

If that system is already Major, it remains Major.

Major System Damage

The closest facing determines which system type is affected.

Track that system as Major.

Major replaces Minor on that system.

If that system is already Major, it remains Major.

A repeated Major result still causes the vehicle to lose 1 HP.

System Damage Tracking

Track each vehicle system as one of:

  • Undamaged
  • Minor
  • Major

System damage persists until the vehicle is destroyed or a future repair rule removes it.

Repair rules are not defined in this file.

Vehicle Destruction

When a vehicle's HP reaches 0, it is destroyed after the current damage result resolves.

Further damage to that vehicle is ignored unless another rule explicitly states otherwise.

Destroyed vehicles become wreckage by default unless the game type allows the vehicle to return.

If the game type allows the vehicle to return, remove the destroyed vehicle instead.

Wreckage

Wreckage is not a unit, not a model, and is not targetable.

Wreckage blocks Line of Sight and counts as obstruction terrain.

Wreckage does not grant Cover unless a scenario, terrain rule, or another rule explicitly says otherwise.

Defensive Values

Use modified Shield for Shield comparisons in this vehicle damage procedure.

Use Resolve only where this procedure specifically calls for Resolve.

Use HP only where this procedure specifically causes HP loss or another vehicle rule specifically refers to HP.

Notes

  • This file defines vehicle damage behavior only.
  • Ramming Speed, Overcharge, Overkill, repair, vehicle OPDAT profiles, and broader vehicle movement remain outside this file.
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