...After they
crash, then it's destroyed.
MT Player's Manual: "A vehicle or robot that has reached the inoperative level on structural hits may not perform any activity for the rest of the combat session. If the inoperative level has been reached on the power plant hits, the vehicle may not move, and may not use any weapons or installed devices requiring power plant energy (flying vehicles automatically crash: roll 3D on the Mishap table). If the locomotion inoperative level has been reached, the vehicle may not move. Flying vehicles which lose their locomotion must roll the following task:
"To avoid a crash landing when locomotion becomes inoperative:
"Difficult, Vehicle, Dex (fateful).
"Referee: Roll this task when the air vehicle hits the ground. In the turn following the loss of locomotion, an air vehicle continues to move forward at one-half of its current movement rate and drops at a rate of 10 meters per second."
Seems to say you crash when power goes, you might crash (or manage a hard but safe landing) when propulsion goes, but no crash noted when structure goes - you just sort of stop being able to do anything. I can see a plane crashing anyway, but maybe the grav vehicle just sort of hangs there. :devil:
I'd only argue about high-tech tanks: the Tech Profile tables (and Bk 4 blurb) says that grav craft merge into spacecraft at high TL's. Certainly they have better armour than most starships, so why not improve their survivability as well? That is, make sure the rules match the blurb.
Small craft stand a good chance of being dead-dead when hit by starship weapons. A fuel hit - 10 dT fuel lost - will tend to stop anything smaller than a 50dT cutter, which is a good deal larger than the average tank or APC. Crits are also a bit of a problem, though armor mitigates that a good deal. Other than that, they tend to absorb hits better than vehicles. Key difference between a small craft and a vehicle is that the small craft tend to have lots more space that isn't drive - fuel tanks, those big bridges if they have them, cargo. As I recall, a 10 dT fighter's about the size of a large tank; the Striker APC would come in around 12-13 dTons.
I guess I should re-read what Striker says about the effects of starship weapon damage on vehicles. That's what I want to mimic in MT.
Starship weapons in Striker:
TL8 250 Mw pulse laser: hit +1, penetration 79 at effective range, which is 166 kilometers.
TL8 250 Mw beam laser: hit +2, penetration 73 at effective range, which is 125 kilometers.
TL13 250 Mw pulse laser: hit +1, penetration 81 at effective range, which is 166 kilometers.
TL13 250 Mw beam laser: hit +2, penetration 75 at effective range, which is 125 kilometers.
TL10 250 Mw plasma gun: hit +0, penetration 83 at effective range, which is 7 kilometers. (It'll do 71 out to its 14 Km long range)
TL11 250 Mw plasma gun: hit +0, penetration 89 at effective range, which is 11+ kilometers. (It'll do 77 out to its 23 Km long range)
TL12 250 Mw plasma gun: hit +0, penetration 91 at effective range, which is 12+ kilometers. (It'll do 79 out to its 25 Km long range)
TL12 500 Mw fusion gun: hit +0, penetration 99 at effective range, which is 17+ kilometers. (It'll do 87 out to its 35 Km long range)
TL14 500 Mw fusion gun: hit +0, penetration 103 at effective range, which is 21 kilometers. (It'll do 91 out to its 42 Km long range)
The Striker vehicle penetration table employs a 1d6 roll, with an energy weapon
equal to the rating of the armor being hit having a 2 in 6 chance of no effect, a 3 in 6 chance of a surface hit, and a 1 in 6 chance of a penetration. Roll gets a +1 for every point by which penetration exceeds armor rating, so a weapon 5 over the armor will always get at least a minor penetration and has a 50:50 shot at a major penetration.
Penetration results can be anything from loss of electronics to destruction of the power plant - as well as crew injuries. Major penetration hits are mainly devastating for the crew injuries, though there's a 2 in 6 chance of catastrophic destruction, a 1 in 6 chance of power plant destruction, and a 1 to 2 in 6 chance of immobilizing the vehicle.
So, the vehicles need to pretty wickedly armored to resist a ship weapon in Striker.