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"That's impossible, even for a computer!"
During combat the object (especially in STAR WARS) is to keep things moving quickly. Sometimes, however, it is necessary to know exactly how a ship or vehicle is damaged. At other times, you may need to aim for a specific part of the vessel -- a small thermal exhaust port, for example. Here are some rules for when you need to make that "one in a million" shot. Called Shots First, determine the size of the target area on the ship or vehicle, referring to the starship or character size charts (page 142 of the 3rd Edition Core Rules). The table below indicates the modifier to hit and how many hull points of damage (expressed as a percentage of the ship or vehicle's full original hull points, rounded down) are required to completely destroy the component. The vessel's DR is usually added to this, but the game master may rule that the target area is only partially armored, or not at all. (This is often the reason someone is shooting at that spot in the first place.) Shots which hit the target are considered to do negligible damage to the rest of the vessel, aside from the possible effects of the component's destruction. Shots which miss due to the higher difficulty, but which would normally hit the ship or vehicle, strike some other part of it and damage is applied as usual. Example: A bounty hunter attempts to shoot out the headlights of an approaching speeder. The speeder has 35 hull points and a DR of 5. The headlight is 20 cm across; according to the character size chart, this makes it a Fine target. Per the table below, a called shot against the headlight is at +20 difficulty and it takes 8 hull points to destroy (10% of 35, rounded down, or 3, plus DR 5).
Critical Hits for Vehicles and Starships Critical hits occur on a natural 20. If the critical hit takes the target to or below 75% of its original hull points, consult the Light Damage critical table; to 50% or below, the Heavy Damage table; and to 25% or below, the Severe Damage table. Ships and vehicles with 0% of their hull points are, of course, destroyed. Vehicles Light Damage
Heavy Damage
Severe Damage
Starships Light Damage
Heavy Damage
Severe Damage
Optional Shield Rules If a critical hit is rolled on a ship with shields protecting it, roll again. If the second roll on a d20 also hits, the attack has found a weak point in the shields; roll damage and apply it directly to the ship's hull points. If the second roll is a miss, apply damage to the shields normally. If the second d20 roll is also a natural 20, roll for a critical hit on the ship. Shield energy can be doubled either to the front or to the back, but this leaves the other arc with no protection. Switching settings requires one round. A repair roll can be made to restore shields in combat:
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