Copyright © 2004 by
Kevin Clark. All Rights Reserved.
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http://www.geocities.com/pentapod2300/best/vehsusp.htm
The following table will give 2300AD rpg gamemasters ( and players):
Just take the weapon's DPV ( for that range band) and subtract the vehicle's armor for the facing hit, then check that line of the proper table below to see the odds.
For example, a Kafer fires a Thudgun at close range ( DPV 2.2) and hits the plenum ( armor 2) of a Kangaroo hoverAPC.
1) Look down the left edge of the table to find the Kangaroo's suspension value of 2.
2) Scan across that line to find the column for the 2.2 DPV.
3) Scan up to the top of the column to find the number of suspension damage points done. In our example, this is 1 point.
---------------------------------------------------------------------- Suspension Damage Table 0 1 2 3 4 5* 6 7 8 9 10* Susp 0.1 0.1- 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 0.2 0.2- 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 0.3 0.3- 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 1 1- 1.1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 2 2- 2.1+ 4+ 6+ 8+ 10+ 12+ 14+ 16+ 18+ 20+ 5 5- 6+ 10+ 15+ 20+ 25+ 30+ 35+ 40+ 45+ 50+ 8 8- 9+ 16+ 24+ 32+ 40+ 48+ 56+ 64+ 72+ 80+ 20 20- 21+ 40+ 60+ 80+ 100+ 120+ 140+ 160+ 180+ 200+ 25 25- 26+ 50+ 75+ 100+ 125+ 150+ 175+ 200+ 225+ 250+ 35 35- 36+ 70+ 105+ 140+ 175+ 210+ 245+ 280+ 315+ 350+ ----------------------------------------------------------------------
* Once a vehicle has taken a total of 5 pts, it is reduced to half speed. When the total reaches 10 pts, it is immobilized ( same effect as "Mobility" hit to the hull under the rpg's combat rules).
"0.1-" means "0.1 or less".
"40+" means "40 or higher".
One of the oddities of the rpg's system is that, by the suspension damage rules, most pistols cannot shoot out the tires of an escaping civilian car. There are two solutions to this:
1) Leave the system as is, as most civilian cars are lightly enough armored that hits to the car's body will generate some "mobility" ( vehicles halts) results.
2) Use the alternate table below, as a variant rule for your campaign.
---------------------------------------------------------------------- Suspension Damage Table Variant Rules 0 1 2 3 4 5* 6 7 8 9 10* Susp 0.1 0.1- ===> 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1+ 0.2 0.2- 0.3+ 0.4+ 0.6+ 0.8+ 1.0+ 1.2+ 1.4+ 1.6+ 1.8+ 2+ 0.3 0.3- 0.4+ 0.6+ 0.9+ 1.2+ 1.5+ 1.8+ 2.1+ 2.4+ 2.7+ 3+ 1 1- 1.1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 2 2- 2.1+ 4+ 6+ 8+ 10+ 12+ 14+ 16+ 18+ 20+ 5 5- 6+ 10+ 15+ 20+ 25+ 30+ 35+ 40+ 45+ 50+ 8 8- 9+ 16+ 24+ 32+ 40+ 48+ 56+ 64+ 72+ 80+ 20 20- 21+ 40+ 60+ 80+ 100+ 120+ 140+ 160+ 180+ 200+ 25 25- 26+ 50+ 75+ 100+ 125+ 150+ 175+ 200+ 225+ 250+ 35 35- 36+ 70+ 105+ 140+ 175+ 210+ 245+ 280+ 315+ 350+ ----------------------------------------------------------------------