| 1234567891011121314151617181920212223242526272829303132333435363738 |
- {
- "breadcrumbs": [
- "Chapter 3: Subsystems",
- "Vehicles",
- "Piloting a Vehicle"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
- "exclude_from_search": false,
- "id": "rules-1295",
- "markdown": "<title level=\"1\" right=\"Rules\">[Broken Vehicles](/Rules.aspx?ID=1295)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a vehicle is broken, it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicle’s Speeds are halved.\n\n A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it’s destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it’s using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Broken Vehicles",
- "next_link": {
- "label": "Vehicle Statistics",
- "url": "/Rules.aspx?ID=1296"
- },
- "previous_link": {
- "label": "Vehicles in Combat",
- "url": "/Rules.aspx?ID=1294"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 175"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>",
- "speed": {},
- "text": " Broken Vehicles Source Gamemastery Guide pg. 175 When a vehicle is broken, it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicle’s Speeds are halved. A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it’s destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it’s using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1295",
- "weakness": {}
- }
|