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ChapterVehicles

Vehicles

Getting about, and getting shot at

The vehicle catalogue, vehicle actions, damage and repair.

Vehicle catalogue

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The vehicles the source lists, with their statistics.

Characters rarely travel on foot, and a vehicle is the usual answer. Every vehicle in the catalogue is described by the same eleven traits, and you read them the way you read a weapon row: the tech level tells you whether the world you are standing on can build it, the skill tells you what you throw to drive it, and the rest tells you how fast it goes, how many people it carries, and how much punishment it absorbs before it stops being a vehicle.

What each column of the catalogue tells you
ColumnWhat it means
TLThe lowest technology level that the vehicle is available at.
SkillThe skill used to drive or pilot the vehicle.
Agility (Agi)How easy the vehicle is to drive, expressed as a DM to the pilot’s skill check.
Speed (Spd)The vehicle’s maximum speed.
Crew and Passengers (C&P)How many people the vehicle can carry.
Open/Closed (O/C)If the vehicle is open or closed.
ArmorHow much armour the vehicle has. Damage sustained by a vehicle is reduced by its armour.
HullThe number of hits the vehicle can sustain to its Hull before being disabled.
Structure (Struc)The number of hits the vehicle can sustain to its Structure before being destroyed.
Weapons (Wpns)What weapons the vehicle has, if any, and what fire arcs they are in.
CostHow much the vehicle costs.
Common Vehicles
VehicleTLSkillAgiSpdC&PO/CArmourHullStrucWpnsCost (KCr)
Steamship4Ocean Ships-330 kph5 crew, 10 psgrClosed24040None720
Biplane5Winged Aircraft+1250 kph1 pilot, 1 psgrClosed211None46
Ground Car5Wheeled Vehicle+0150 kph1 driver, 3 psgrClosed632None6
Motor Boat5Motorboats-3120 kph5 crew, 10 psgrClosed31617None530
Helicopter6Rotor Aircraft+1100 kph1 pilot, 7 psgrClosed323None250
Submersible6Submarine-440 kph5 crew, 10 psgrClosed38585None1,700
Twin Jet Aircraft6Winged Aircraft+1600 kph2 pilots, 6 psgrClosed355None480
Hovercraft7Rotor Aircraft+1150 kph1 pilot, 15 psgrClosed378None880
Air/Raft8Grav Vehicle+0400 kph1 pilot, 3 psgrOpen622None275
Speeder8Grav Vehicle+21500 kph1 pilot, 1 psgrClosed312None890
Destroyer9Ocean Ships-540 kph10 crew, 8 gunners, 12 psgrClosed86363None4,800
Grav Floater11Grav Vehicle–240 kph1 riderOpen--1None0.5
AFV12Tracked Vehicle+080 kph1 driver, 9 psgrClosed1855Triple Laser (turret)65
ATV12Tracked Vehicle+0100 kph1 driver, 15 psgrClosed1255None50
Grav Belt12Zero-G+2300 kph1 wearerOpen---None100
G/Carrier15Grav Vehicle+0620 kph1 driver, 1 gunner, 14 psgrClosed2588Fusion Gun (turret)150

The cost column is in thousands of credits, so the Ground Car at 6 is KCr6 and the Grav Floater at 0.5 is KCr0.5. Agility is a DM you add to every check you make driving the thing, which is why a Speeder at +2 forgives a mistake a Destroyer at -5 will not. Armour subtracts from the damage of every hit before that damage is turned into hits on the vehicle, Hull is what runs out before the vehicle is disabled, and Structure is what runs out before it is scrap.

Two vehicles in the catalogue come armed. The AFV is a heavily armoured ATV — an Armored Fighting Vehicle — with a triple laser turret: the lasers use the Energy Rifle skill, do 4D6 damage each using the Ranged (rifle) range modifiers, and one, two or three of them may be fired at the same target with one attack action. The G/Carrier is effectively a flying tank and the standard fighting vehicle of many military forces; its turret-mounted fusion gun is a vehicle-mounted version of the TL 15 man-portable fusion gun and uses the same “serious firepower” rules, except that its advanced containment systems mean it does not leak radiation with each shot the way the man-portable version does. The ATV carries no weapon as standard but has a hardpoint for a turret.

Four of the grav vehicles can leave the atmosphere. The Air/Raft, the G/Carrier and the Grav Floater each reach orbit in a number of hours equal to the world’s Size code, and the Speeder does it in one hour. The vacc suit requirement is printed against the Air/Raft alone — its passengers must wear one at that altitude, which is a real constraint on an open-topped machine. Nothing is printed either way about the other three. The Grav Belt is a harness fitted with artificial gravity modules; its internal battery runs for four hours before it needs recharging, or twelve hours if the belt was built at TL 15. Options cannot be added to the Grav Belt at all.

Cargo capacity, where the source prints one
VehicleCargo
Biplane Aircraft100 kg
Destroyer40 tons, mostly used to carry ammunition
Helicopter500 kg
Hovercraft3 tons
Motor Boat10 tons
Small Steamship50 tons
Speeder100 kg
Submersible30 tons
Twin Jet Aircraft5 tons

Seven vehicles carry no printed cargo figure — the Ground Car, Air/Raft, ATV, AFV, G/Carrier, Grav Floater and Grav Belt — so what any of them can haul is a referee’s call rather than a number you can look up. That matters more than it sounds, because the damage rules have a Cargo hit location: a vehicle with no stated cargo has nothing there to destroy.

The rest of the catalogue is what you would expect, with two limits worth knowing before you buy. The Hovercraft rides a downward blast of air and is only usable on worlds with a Thin atmosphere or thicker, so it is useless on the airless rock where you most want a vehicle. The ATV is enclosed and pressurised, floats on calm water, and carries built-in sensors and communications equipment — usually a laser transceiver — which is what makes it the exploration vehicle rather than the Ground Car. The Submersible is built to work under an ocean’s surface and is the usual transport between domed cities on a waterworld.

Vehicle options

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The equipment a vehicle can be fitted with.

Eight options can be fitted to a vehicle, and with the single exception of the on-board computer each of them can only be taken once on a given vehicle. Most are priced as a percentage of the vehicle’s base cost rather than as a flat figure, so the same option costs a great deal more on a G/Carrier than on a Ground Car.

Vehicle options
OptionTLCostWhat it does
Autopilot11Cr3,000A Model 1 computer specialized to run Intellect/1 and an Expert/1 in an appropriate skill and specialty, in addition to any other computers installed.
Enclosed--10% of the base cost of the vehicleTurns an open vehicle into a closed one. Reduces Agility by 1 and top speed by 10%.
Extended Life Support--another 10% of the base cost of the vehicleOn a vehicle which is sealed, increases the life-support duration to 18 hours per person.
Heavy Armor--adds 25% to the cost of the vehicleIncreases the armour of a vehicle by 5.
High Performance--the vehicle costs 50% moreIncreases the vehicle’s top speed by 20%.
On-board Computer--the same as a hand computerAdds an on-board computer. The one option that may be taken more than once.
Sealed--adds 20% to the cost of the vehicleCan be added to any closed vehicle; provides life support for its passengers and crew for two hours per person. Already included in the ATV, AFV, G/Carrier and Speeder.
Style--Cr200 to Cr2,000Allows a vehicle to be customized to the buyer’s wishes.

The on-board computer is the only option priced by pointing at something else: it costs the same as a hand computer, which is priced in the equipment catalogue rather than here, so read the figure there. It is also the only option you may fit more than once, which is what makes a vehicle with several computers legal at all.

An autopilot is often mandatory on cheaper commercial models, and in many areas — primarily urban — autopilots are required to be in use rather than merely fitted. A higher law level polity may go further and require a slave modification to the autopilot, so that centralized or emergency traffic control can take the vehicle over. That is worth knowing before you fly something into a high-law world you intend to leave in a hurry.

Two options change a statistic you will use in play, and both change it in the direction the table above prints rather than in the direction you might hope. Enclosed buys you a roof and costs you a point of Agility and a tenth of your top speed. High Performance buys you a fifth of your top speed for half the price of the vehicle again. Heavy Armor grants five points of armour whatever the vehicle, and that is the only flat thing about it — the price is a quarter of the vehicle’s own cost, so the same five points cost KCr1.5 on a Ground Car at KCr6 and KCr37.5 on a G/Carrier at KCr150. Flat benefit, proportional price, which is why it is worth far more to a Ground Car at armour 6 than to a G/Carrier at 25.

Closed and open

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What a hull does and does not keep out.

There are two main types of vehicle, open and closed, and the difference decides two things at once: how much cover you get sitting in it, and how many of you can shoot out of it. A closed vehicle protects you and limits you; an open one does neither.

What a hull does and does not keep out
Closed vehicleOpen vehicle
Cover granted to occupantsCivilian vehicles grant ½ soft cover; military vehicles grant full hard cover — unless the vehicle’s description mentions otherwise.None.
Who can attack outOnly a few people, depending on the number of windows or other firing ports and the internal space available.Any passenger can shoot, or otherwise attack, in any direction.
How many per fire arcUp to two people into each arc from a civilian vehicle, one person in each arc in a military one — unless the description mentions otherwise.Not limited by arc.

The trade is real in both directions. Riding closed, you are behind cover and only two of you — one, in a military vehicle — can engage into any given arc, so a full passenger compartment contributes almost nothing to a firefight. Riding open, every passenger can attack in any direction and not one of them has anything between them and incoming fire.

Mounted weapons

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Arming a vehicle, and firing from one.

A weapon bolted to a vehicle is limited in what directions it can fire. A weapon mounted in the front arc, for example, can only fire into a 90-degree area in front of the vehicle. A weapon in a turret can fire in any direction.

That single rule is what makes a vehicle’s facing worth tracking. A fixed mount does not care where the gunner wants to shoot; it cares where the vehicle is pointing, so bringing a target into a fixed weapon’s arc is a driving problem and the driver solves it by manoeuvring. A turret takes the problem away entirely, which is why both armed vehicles in the catalogue carry theirs in one.

Collisions

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Hitting something at speed.

When a vehicle collides with something else, everything takes damage. Roll 1D6 for every 10 kph of the vehicle’s speed, rounding up, and apply that as damage directly to whatever was hit — and, if the thing struck is solid enough, to the ramming vehicle as well.

Collision damage
1D6 for every 10 kph of the vehicle’s speed (round up)

Resolving a collision

  1. Take the vehicle’s speed and divide it by 10, rounding up. That is how many D6 the collision does.
  2. Apply that damage directly to whatever was hit.
  3. If the thing struck is solid enough, apply the same damage to the ramming vehicle.
  4. Any unsecured passenger in a vehicle damaged in the collision takes the same damage, and where it is possible for them to be thrown, is thrown three metres for every 10 kph of speed.
  5. A secured passenger — one wearing a seatbelt or something similar — is not thrown anywhere and takes one quarter damage.
Thrown distance, unsecured passenger
three metres for every 10 kph of speed

Read those numbers before you plan anything around ramming. A Ground Car at its top speed of 150 kph does 15D6 to what it hits, to itself if the target was solid, and to every unsecured person inside it — which averages well over fifty points, against characteristics that start in single figures. A seatbelt reduces your share to a quarter and stops you being thrown forty-five metres. Collisions at vehicle speeds are not a tactic, they are an ending.

Vehicle actions

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What a driver and crew may do in a round.

Combat in and on vehicles is much the same as ordinary combat, with three differences. Facing matters, because mounted weapons — and, to a lesser extent, armed passengers — are restricted to certain fire arcs. The vehicle moves on the driver’s Initiative. And attackers gain a +1 DM to hit most vehicles, because of their size.

What the driver owes the vehicle each round

  1. The vehicle moves on the driver’s Initiative, so its place in the order is the driver’s place.
  2. Under normal circumstances — a straight road, or simple manoeuvres — the driver spends a minor action every round to keep control of the vehicle.
  3. To navigate obstacles, conduct evasion or pursuit, or dodge incoming fire, the driver spends a significant action instead.
  4. Everyone else in the vehicle acts on their own Initiative as usual, within whatever the vehicle’s arcs and cover allow them.

The +1 DM is worth taking seriously from both sides. Anything shooting at your vehicle is a point better off than it would be shooting at a person, so a vehicle is not cover in the way a wall is — it is a large, easy target that happens to have people inside it.

Five actions belong to the driver, and all five are significant actions taken when the driver’s turn in the initiative order arrives. Three of them — Evasive Action, Ram and Weave — throw the skill determined by the vehicle, which is the Skill column of the catalogue, so the same driver is a different driver in a Ground Car and in an Air/Raft. Manoeuvring throws nothing at all. Stunt is the odd one: the source calls for a vehicle control check rather than naming the vehicle’s skill, and it is published in those words rather than folded into the other three.

Vehicular actions
ActionCheckWhat it does
Evasive ActionA skill check, skill determined by vehicleThe Effect acts as a −DM to all attacks against the vehicle or its passengers, and to any attacks made from the vehicle as well. It lasts until the driver’s next action.
ManeuveringNoneAvoid large or obvious obstacles, get where you are going, move out of one fire arc of an enemy vehicle and into a different one, or change the fire arc that a single target is in.
RamA successful skill check, skill determined by vehicleDeliberately drive the vehicle into someone or something. Rams are affected by dodging and evasive action as normal.
StuntA successful vehicle control checkDo pretty much anything it is possible to do in the vehicle: put a single target into one additional fire arc for one round, set up another skill check using the rules for task chains, achieve something normally difficult or impossible in your vehicle, or achieve up to three manoeuvre actions in one go.
WeaveA skill check with the weaving number as a penaltyWeave through obstacles at high speed to evade pursuit. On a failure you have woven into an obstacle and crashed; on a success, pursuers must weave on their own turn at the same penalty with the same consequence, or break off.

Evasive action is what a vehicle has instead of a dodge. Vehicles are not typically manoeuvrable enough to dodge as a reaction, so rather than reacting to an attack the driver declares evasive action on their own turn and lives with the result until their next one. Note the cost written into it: the Effect is a penalty to attacks made from the vehicle as well as to attacks made against it, so a driver protecting the crew is also spoiling the crew’s shooting.

Weaving number
as low as one, as high as one per 20 km/h of speed (round up) — applied as a penalty to the check

A weave is a bet you make against a pursuer, and you choose its size. The driver names the weaving number before throwing, and it becomes a penalty on their own check as well as on every pursuer’s. Fail and you have crashed into something; succeed and your pursuers throw at the same penalty with the same consequence, or give up the chase and try to reacquire you later. Ram, by contrast, is a driving check the referee may grant bonuses on, or waive entirely if the target is particularly large.

Vehicle damage

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Taking hits, and what a vehicle loses.

A vehicle has a Hull value and a Structure value, and together they measure its structural integrity. When Hull reaches 0 the vehicle starts taking damage to its internal systems; when Structure reaches 0 the vehicle is reduced to scrap. Along the way it also suffers damage to its onboard systems as it takes hits.

Resolving an attack on a vehicle

  1. Determine how much damage the attack does, exactly as you would against a person.
  2. Subtract the vehicle’s armour, if it has any.
  3. Consult the Vehicle Damage table below with the remaining damage. It tells you how many “hits” the vehicle suffers, and of what kind.
  4. Apply each hit to a particular location on the vehicle, rolled on the hit location table.
  5. A Double or Triple hit counts as two or three hits on the same location.
Vehicle Damage
DamageEffect
0 or lessNo damage
1–3Single Hit
4–6Two Single Hits
7–9Double Hit
10–12Three Single Hits
13–15Two Single Hits, Double Hit
16–18Two Double Hits
19–21Triple Hit
22–24Triple Hit, Single Hit
25–27Triple Hit, Double Hit
28–30Triple Hit, Double Hit, Single Hit
31–33Two Triple Hits
For every extra three points+1 Single Hit
For every extra six points+1 Double Hit

Armour is what makes the table survivable. Every point of armour comes off the damage before you read the row, so an AFV at armour 18 shrugs off an attack that would put three separate hits into a Ground Car at 6. That is also why the Heavy Armor option is best value on a cheap vehicle: what it grants is flat — five points, the same five on any machine — but what it costs is a quarter of the vehicle’s price, so those five points are cheapest exactly where they matter most. Five points off every incoming attack moves most attacks down a band or two, and the bottom band is “No damage”.

Each hit is then located, and the ladder below says what that location loses. A location with several rungs remembers how many times it has been hit — the second Drive hit is worse than the first, and the third disables the drive outright — so a vehicle degrades in a recognisable way rather than simply losing points.

What each location loses, hit by hit
LocationFirst hitSecond hitThird hitFurther hits
HullReduce the vehicle or drone’s Hull by one.----Out of Hull, further Hull hits become hits on the same row of the internal column (a vehicle) or Structure hits (a robot or drone).
StructureReduce the vehicle or drone’s Structure by one.----Out of Structure, the vehicle is destroyed.
ArmorReduce the vehicle’s armour by one.------
DriveReduce movement by 10% and apply a −1 DM to all vehicle control skill checks.Reduce movement by 25% and apply a −2 DM to all vehicle control skill checks.Drive disabled.Count as Hull hits.
WeaponThe weapon or device suffers a −2 DM to all checks related to its operation. Choose a weapon or device randomly for each hit.The weapon or device is destroyed.--With no weapons left to destroy, hits on this location become Hull hits.
SensorsA −2 DM to all Comms checks to use sensors; for drones and robots this also applies to Recon checks.The sensors are destroyed, blinding the vehicle or drone.--Count as Hull hits.
Power PlantThe vehicle or drone loses one round’s worth of actions.The vehicle or drone’s movement is reduced by 50%.The power plant is destroyed, disabling the vehicle and inflicting 1D6 Hull hits on it.--
LimbThe limb suffers a −2 DM to all checks related to its operation. Choose a limb randomly for each limb hit.The limb is destroyed.--Count as Hull hits.
PassengersA randomly chosen passenger takes damage equal to the damage inflicted on the vehicle.----With all passengers dead, further passenger hits become Structure hits.
CargoAny cargo present is hit and may be destroyed.----With no cargo remaining, further cargo hits become Structure hits.
CockpitThe pilot of the vehicle is hit, and takes damage equal to the damage inflicted on the vehicle.----If the pilot is dead, further pilot hits become Structure hits.
ComputerThe vehicle’s computer system is disabled. A drone or robot with a disabled computer system shuts down for 1D6 rounds.The vehicle’s computer system is destroyed. A drone or robot with no computer system is completely disabled.--Count as Structure hits.

Two locations put damage straight through the hull and into people. A Passengers hit picks a passenger at random, and a Cockpit hit takes the pilot; in both cases the source says only that the person takes damage equal to the damage inflicted on the vehicle.

Running out of Structure is not simply the vehicle stopping. If the attack that destroys it reduces its Structure to a negative score, the vehicle explodes: 4D6 damage to everyone within six metres, including the occupants, and 2D6 to everyone within twelve. The occupants of a closed vehicle cannot dodge or dive for cover from that explosion. The occupants of an open vehicle can — which is the one place in these rules where an open hull is the safer one to have been sitting in.

Damage beyond the printed bands
+1 Single Hit for every extra three points; +1 Double Hit for every extra six points

Vehicle criticals

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The systems a serious hit disables.

Every hit lands somewhere, and where it lands is thrown on 2D6 against the hit location table. The table has three columns rather than one: an external column and an internal column for vehicles, and a third for robots and drones. Read the column that fits the target and its condition, and the ladder in the damage section above tells you what the location loses.

Vehicle Hit Location
2D6External Hit (Vehicle)Internal Hit (Vehicle)Robot or Drone
2HullStructureHull
3SensorsPower PlantPower Plant
4DrivePower PlantSensors
5WeaponCargoWeapon or Limb
6HullStructureHull
7ArmorPassengersArmor
8HullStructureHull
9WeaponCargoWeapon or Limb
10DriveComputersDrive
11SensorsCockpitSensors
12HullCockpitComputer

The two vehicle columns are the same eleven rows read twice, and the difference between them is the whole shape of a vehicle fight. The external column is mostly Hull — four of the eleven rows — with the drive, sensors, weapons and armour around it. The internal column has no Hull row at all: it is Structure, the power plant, the cargo, the computers, the passengers and the cockpit. So while a vehicle still has Hull you are chewing through its skin and its systems, and once the Hull is gone every subsequent Hull result becomes the same row of the internal column and you are into the crew, the cargo and the frame.

Locate once per hit, not once per attack. An attack that produced two Single Hits is two throws on this table and can land in two different places; a Double or Triple hit is one throw applied two or three times to the location it found. That distinction is why the damage table bothers to distinguish “Two Single Hits” from a “Double Hit” at all — the same two hits either spread across the vehicle or stack on one system.

The robot and drone column is the same idea rebuilt for a machine with limbs and no passengers. It keeps Hull, Power Plant, Sensors, Armor and Drive, drops the cockpit and the cargo, adds a Computer result at 12, and replaces the vehicle’s Weapon rows with “Weapon or Limb”. A robot has no separate internal column: its overflow goes to Structure directly.

Repairs

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Fixing a vehicle, and what it takes.

Damage to a vehicle or drone falls into three categories, and each is repaired differently: System Damage, Hull Damage and Structure Damage. Only the first two take a skill check; the third takes a workshop, a great deal of time and a great deal of money.

The three repair categories
CategoryCheckTimeConsumesCost
System Damage — jury-rigAn Average check, using the appropriate skill as determined by the referee, such as Electronics, Engineering, Gravitics or Mechanics1–6 hoursA source of spare partsNone stated
System Damage — a destroyed systemNone stated. Requires a full workshop and specialist materials, and cannot be repaired using spare partsNone statedSpecialist materials2D6×10% of the system’s original cost
Hull DamageA Mechanics check1–6 hoursOne “hit” of spare partsNone stated
Structure DamageNo skill check is required. Can only be repaired in a workshop10–60 hours per point of damage--20% of the base cost of the vehicle per point repaired

A jury-rig is exactly what it sounds like. A damaged system can be put back into service, and it will stop working again after 1D6 hours — so it is a repair you make to reach somewhere, not a repair you make to keep. Getting it back for good means the destroyed-system path, or a workshop.

Spare parts are their own small economy. They can come from a scrap yard, a workshop, systems on another vehicle, or systems on the same vehicle — and when you take them from another vehicle system, each “hit” of damage that system has taken provides enough spare parts for a single repair check. So a wreck is a parts bin measured in the hits it absorbed. Two systems are excluded: the Passengers and Cockpit locations cannot be stripped for parts, although cybernetic parts might provide enough material to repair minor damage.

Destroyed system
2D6 × 10% of the system’s original cost — full workshop and specialist materials, no spare parts
Structure, per point repaired
10–60 hours and 20% of the base cost of the vehicle

Structure is the expensive one, and deliberately so. Twenty per cent of the vehicle’s base cost per point means an ATV that has lost all five points of Structure costs its own price again to rebuild, and 10–60 hours a point means it is off the road for anything from two days to a fortnight. There is no check to fail; there is only the bill and the calendar.

Ground-to-ship damage

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Scaling a vehicle weapon against a starship.

Shooting a starship with a ground weapon is allowed, easy to hit and almost always futile. Ground force weaponry gains a DM +4 to hit anything on the starship scale, and must then divide its damage by 50 before comparing it to a starship-scale target’s armour.

To hit a starship-scale target
the attack roll, with a DM +4
Damage against a starship-scale target
(the first weapon’s damage + half the damage dice of every additional weapon) ÷ 50, then compared to the target’s armour

Firing on a starship with ground weapons

  1. Apply a DM +4 to the attack roll, because a starship is an enormous target.
  2. Take the damage of the first weapon.
  3. For each additional ground weapon targeting the starship simultaneously, add half its damage dice to the total.
  4. Divide the total by 50.
  5. Compare that result to the starship-scale target’s armour.

The division is the point. A single ground weapon will obviously be unable to punch through starship armour — the source says so in terms — so one rifle, one laser or one rocket against a hull is not a threat, however well it is aimed. What makes the rule worth having is that multiple weapons may all target the starship at once and their cumulative effect can inflict damage: every additional weapon beyond the first adds half its damage dice to the total before the division. So the way ground forces hurt a ship is with a battery, not a marksman.